XR systems, simulation, games, and interactive installations

Senior Interactive
Systems Engineer

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.

Experience10+ years
Core stackUnreal / Omniverse / Godot
ClientsNetflix, FAA, Boeing, Meta
Recent wins$2.3M SBIR support

Location-Based Experience

Netflix House
Robot Repair

Client
Netflix House Dallas
Type
Location Based
Date
Now Playing

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.

Aerospace and simulation project overview

Lead Unreal Developer

Aerospace and
Simulation

Client
Boeing / FAA / USAF
Type
XR / Simulation
Date
2024–Present

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.

Island Time VR survival game

Designer and Creator

Island Time

Client
Flight School Studio
Type
VR Game
Date
April 2018

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.

War Remains immersive VR installation

Lead Developer

War Remains

Client
MWM Immersive / Flight School
Type
VR Installation
Date
2019

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.

Questing Beast DOGZILLA operator console with maps, telemetry, camera feeds, and command controls

Independent systems work

Robotics +
Applied AI

Client
Independent Systems Work
Type
Natural-Language AI / Robotics
Platforms
DOGZILLA / Isaac Sim / Raspberry Pi / Reachy Mini

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.

Challenge

Connect AI models to physical and simulated robots without hiding system state from the operator.

Approach

Separate perception, command interpretation, simulation, and robot execution into testable components.

Outcome

Working interfaces for robot control, edge vision, Isaac Sim testing, and private conversational robotics.

Additional shipped work

Other
Projects

ClawQuest desktop and mobile product interface

ClawQuest

Creator / Windows + Android / 2026

Directed and shipped a cross-platform client that turns OpenClaw skill orchestration into a legible RPG-style product workflow.

wonShot chain-reaction puzzle game

wonShot

Creator / Unreal Engine / Steam

Took a Blueprint-only chain-reaction puzzle game from concept through a public Steam release.

Green Ember: Helmer in the Dragon Tomb artwork

Green Ember

Contract Developer / Steam + Mobile

Contributed development and mobile-port support for a shipped action-adventure game.

CHEX QUEST HD multiplayer gameplay

CHEX QUEST HD

Game Designer / Steam + Switch

Delivered multiplayer level design, UI work, navigation optimization, and horde-mode design.