AR Roman Labor Experience

AR Roman Labor Experience

Unity, C#, ARCore, Mobile Optimization, UI/UX

Overview

Developed as a 5th-semester elective group project, this educational augmented reality application transports users back in time to the Felsenmeer region in Hessen. The experience reconstructs the historical labor of Roman workers, demonstrating how massive stone columns were carved directly from natural rock formations.

My Role & Core Mechanics Operating as the sole Mobile AR Developer within the team, I was responsible for building the standalone smartphone application from the ground up and ensuring a seamless blend of virtual historical assets with the real world.

  • AR Environment Tracking: Utilized ARCore to handle plane detection and spatial tracking, allowing users to accurately anchor 3D models of massive rocks and Roman columns in their immediate surroundings.

  • Interactive Simulation: Programmed the core interaction logic that simulates the stone-carving process, turning a static historical fact into an engaging, hands-on spatial experience.

  • Mobile Pipeline: Managed the build pipeline for mobile devices, bridging the team's 3D assets and UI designs into a functional, touch-responsive Unity runtime.

Technical Challenge The primary hurdle in mobile AR development is maintaining a flawless illusion. I had to heavily optimize the 3D assets and physics interactions to ensure stable frame rates on standard smartphones. Preventing the ARCore tracking from drifting or losing its anchor in environments with varying lighting conditions required careful calibration of the AR session settings and performance tuning.

Overview

Developed as a 5th-semester elective group project, this educational augmented reality application transports users back in time to the Felsenmeer region in Hessen. The experience reconstructs the historical labor of Roman workers, demonstrating how massive stone columns were carved directly from natural rock formations.

My Role & Core Mechanics Operating as the sole Mobile AR Developer within the team, I was responsible for building the standalone smartphone application from the ground up and ensuring a seamless blend of virtual historical assets with the real world.

  • AR Environment Tracking: Utilized ARCore to handle plane detection and spatial tracking, allowing users to accurately anchor 3D models of massive rocks and Roman columns in their immediate surroundings.

  • Interactive Simulation: Programmed the core interaction logic that simulates the stone-carving process, turning a static historical fact into an engaging, hands-on spatial experience.

  • Mobile Pipeline: Managed the build pipeline for mobile devices, bridging the team's 3D assets and UI designs into a functional, touch-responsive Unity runtime.

Technical Challenge The primary hurdle in mobile AR development is maintaining a flawless illusion. I had to heavily optimize the 3D assets and physics interactions to ensure stable frame rates on standard smartphones. Preventing the ARCore tracking from drifting or losing its anchor in environments with varying lighting conditions required careful calibration of the AR session settings and performance tuning.

© 2026 Illia Romanenko