Challenge
Connect AI models to physical and simulated robots without hiding system state from the operator.
Senior Interactive Systems Engineer
XR systems, simulation, games, and interactive installations
Alessandro Kitchener
Senior Interactive Systems Engineer with 10+ years of experience building training tools for Meta, Boeing, and the FAA, as well as interactive experiences for Netflix. Core expertise in 3D application architecture and development of physically grounded simulations in tools such as Unreal Engine, Omniverse and Godot. Has led small teams, contributed to winning new work, and delivered XR and permanent physical installations across the United States.
Location-Based Experience
When Netflix wanted to create Netflix House Dallas, their innovation was a Netflix-themed arcade.
Robot Repair is one of those games and is on-site now, where it has been played by thousands of people. It combines the physical and the digital in a timing- and communication-focused game where one player can see the clues and must communicate the right sequence of events to fix KVRC with their team.
Creator, Designer, and Developer
ClawQuest is my first time experimenting with vibe coding using Codex.
Send adventurers on quests with magical equipment called skills. Claw Quest is an OpenClaw front end that turns skill management into a little RPG loadout screen instead of a pile of shell commands.

Contract Developer
Green Ember: Helmer in the Dragon Tomb is an action-adventure dungeon crawler set in the world of the best-selling Green Ember series.
I contributed to the project as a contractor through my LLC, Didactricks Studio, doing development work and helping build the mobile port.
It was a good example of plugging into an existing production, supporting moment-to-moment gameplay needs, and helping the project stretch across platforms.

Lead Unreal Developer
Lead development of real-time XR simulation and training applications in Unreal Engine, overseeing and participating in early design through delivery.
Designed and architected reusable networking frameworks adopted across Unreal projects.
Developed real-time XR simulation software in collaboration with FAA stakeholders, including a GIS-based VR tower siting simulation used to replace in-person evaluations.

Designer and Creator
After a journey at sea, you are shipwrecked on a tiny island. Using your wit, ingenuity, and the advice of Carl the Crab, you have to keep yourself alive, craft tools, fend off creatures, signal an airplane, or simply watch the sun go down.
I created the original concept and game design documents, as well as the internal pitch that led to the creation of Island Time.
I was also a designer throughout the entire production process and was responsible for design documents, building levels, and creating Blueprint prototypes for the game.
Designer and Developer
Story: It is your first day at the Galactic Federation of Several Planets, and your job is to destroy as many enemy ships as possible with a giant laser. The federation seems cheerful about it, which might be a little suspicious, but the paycheck sounds good.
Gameplay: Like the name implies, in wonShot you get one shot each level to find the perfect place to fire your laser and destroy as many enemy ships as possible. Massive chain reactions come from combining bombs, ships, and environmental hazards, but each level still requires a minimum score to survive.

Lead Developer
War Remains premiered at the 2019 Tribeca Film Festival. As lead developer, I spearheaded the technical development of this immersive experience in collaboration with MWM Immersive, Skywalker Sound, and Built By Bender.
I led the integration of VR technology and advanced sensors, implemented art assets, designed and optimized levels, created Blueprint scripts, and directed cinematic sequences using Unreal Engine Sequencer.
The project pushed the boundaries of virtual reality storytelling, blending technical execution and artistic presentation to create a critically acclaimed experience.

Game Designer
Chex Quest HD is a modern, multiplayer remake of the classic 1996 FPS advergame of the same name.
For this project I was responsible for multiplayer level design, UI development, and nav-mesh optimization.
For the horde mode patch I was responsible for all design work for the new game mode.
Independent systems work




Independent work connecting natural-language AI, computer vision, simulation, and physical robots. Questing Beast is a DOGZILLA operator console with camera, LiDAR, mapping, speech, telemetry, and AI command parsing—so an operator can see how a request becomes a robot action.
An Isaac Sim command bridge translates model responses into validated simulation actions, while YOLO training and edge deployment bring object vision to a Raspberry Pi robot. Labradoodle is a local conversational front-desk system for Reachy Mini using ASR, TTS, RAG, local models, and controlled robot actions.
Connect AI models to physical and simulated robots without hiding system state from the operator.
Separate perception, command interpretation, simulation, and robot execution into testable components.
Working interfaces for robot control, edge vision, Isaac Sim testing, and private conversational robotics.
Additional shipped work
Directed and shipped a cross-platform client that turns OpenClaw skill orchestration into a legible RPG-style product workflow.
Took a Blueprint-only chain-reaction puzzle game from concept through a public Steam release.
Contributed development and mobile-port support for a shipped action-adventure game.
Delivered multiplayer level design, UI work, navigation optimization, and horde-mode design.