MR · Spatial Design · Unity · Hybrid Development · Meta Quest

Corpus
Mixed Reality

The human body in a new dimension — a finished MR product you can buy, put on a headset, and use to explore anatomy.

Intro

Corpus is not a prototype. It is a finished product — one you can buy, put on a headset, and use to explore the human body in Mixed Reality. Over 3,000 anatomical structures, a fully integrated Flexikon database, a quiz mode, and a dedicated Edu version for universities and medical institutions. Available in the Meta Store and as a hardware bundle with Meta Quest 3 in the DocCheck Shop.

I was the only designer on this product from early concept through to commercial release — and I stayed involved as it continued to grow. This is what three years of spatial design and hybrid development looks like when it ships.

Role
Concept / XR Design / Hybrid Development
Context
Tool Development
Format
MR App
Year
2023 – 2026

The Product

The human body in a new dimension

Corpus brings anatomy to life in Mixed Reality. Where traditional study relies on textbooks and flat diagrams, Corpus places a fully detailed, interactive 3D model of the human body directly in the physical space of the learner — scalable, rotatable, explorable. Every structure is labelled, every system is navigable, every session is hands-on.

The application covers the full anatomical spectrum with over 3,000 individual structures and integrates DocCheck's Flexikon — one of the largest medical knowledge databases in the German-speaking world — directly into the XR environment. A quiz mode tests knowledge interactively. On Meta Quest 3 and 3S, the entire experience is driven by the Touch controllers — precise, tactile input for grabbing, rotating, and dissecting every structure.

Beyond the consumer version, Corpus ships as a dedicated Edu version for universities and medical institutions — built for integration into formal medical education programmes, where immersive learning tools are increasingly part of how anatomy is taught.

My Role

In a team of one to two XR developers and one 3D artist, I was the single design voice on Corpus — responsible for everything visual, spatial, and communicative that the product needed to become what it is.

I built the full UI/UX design system from the ground up, in Figma and ShapesXR: component libraries, spatial layout rules, interaction patterns, platform variants, and prototypes that the development team could implement directly. I implemented every screen, panel, and prefab in Unity — not as handoff assets, but directly in the engine, tested on device. I designed the main menu and all spatial layout systems, including 3D UI positioning within the Mixed Reality environment.

Beyond the core application, I produced the Corpus landing page — designed and developed end to end. I created all store assets for the Meta Store listing and the DocCheck Shop. I developed the scene renderings used in pitches and stakeholder presentations. I produced the motion assets that supported the product launch.

And before any of this went into production, I built a standalone AR prototype for market research — independently conceived, developed, and deployed — to validate interaction patterns and user behaviour before significant development resources were committed.

Design System and Deliverables

Over the course of Corpus's development and commercial release, my contributions covered the full scope of what a shipped XR product requires.

Design System
A full Figma and ShapesXR component library covering all UI states, spatial layout rules, interaction patterns, and platform variants. Built to scale with the product, not just document its current state.
Unity Implementation
Every UI screen, panel layout, prefab, and asset integration in the application. Implemented directly in the engine, not handed off. Tested on Meta Quest 3 and 3S throughout.
AR Prototype for Market Research
A standalone AR application built to validate user behaviour and interaction patterns before the full product entered development. Independently conceived, built, and deployed.
Landing Page
Designed and developed end to end — built to communicate a complex XR product to audiences ranging from medical students to institutional procurement teams.
Meta Store & DocCheck Shop Assets
All store listing visuals, product imagery, and descriptive content for both the Meta Store and the DocCheck Shop bundle (€490 with Meta Quest 3).
Scene Renderings
Spatial renderings used in internal pitch decks, stakeholder presentations, and external sales materials.
Motion & Marketing Assets
Animated launch assets, promotional content, and motion materials supporting the commercial release of Corpus.
Edu Version Design Adaptation
UI and content hierarchy adaptations for the dedicated university and institutional build of Corpus.

Platform

Corpus was built specifically for Meta Quest 3 and Meta Quest 3S — the current generation of Meta's Mixed Reality hardware, combining full-colour passthrough with tracked Touch controllers and a high-resolution display. Every design decision I made was made for this device: spatial distances, panel scales, interaction radii, colour rendering under passthrough conditions, and session length ergonomics.

Testing on device was a continuous part of the process, not a final step. I worked iteratively between Figma, ShapesXR, and Unity — moving from flat prototype to spatial prototype to device test and back again. The difference between how something looks in a design tool and how it feels at arm's length in Mixed Reality is significant. Getting that right requires time on the headset, not just confidence in the mockup.

Meta Quest 3 and 3S differ subtly in display and passthrough characteristics. Both were part of the testing pipeline.

PROJECT INSIDES

Ideation, conception, wireframing, design, prototyping, development, testing, deploy.

iFrame with interactive 3D content. Move, rotate, zoom and play in the Logo Space. On mobile you can control the scene with two touchpoints.