Besides the main Studio Liddell VR sample projects, I also put together a number of internal prototypes and proof-of-concepts. Two of these can be seen below.
The first is a VR "Puppet Room" where the user gets to interact with a fully physics driven puppet. The mouth and eyes are operated by the user via a controller input and the blinks are procedurally animated at random intervals. The puppet affectionately named "Baron Von-Batty", would only appear in the mirror directly in front of the user once picked up. The intention here was to allow the user to deliver a performance that sync's with the soundtrack as if they were watching the performance as a spectator. Making the puppet visible only in the mirror when gazing directly at the mirror kept the users view of the performance un-obscured.
I did all the modelling, character setup, surfacing and lighting, and implementation in Unity. All the user interaction and puppet interface was handled through custom C# scripts.
This next video shows a quick half-day prototype I put together to help drive discussion in a client proposal. All player interaction was built using Unity.
Below are some screen-grabs of the Barron character from the Puppet VR prototype. He was modeled in Maya and surfaced using Substance Painter. I built a few custom shaders using Amplify Shader Editor to handle his rendering in Unity. He was later given a goatee which is not present in the original model renders.