khoi le

im tinkering with new media

My last company fanhouse was an a16z-backed creator platform where fans subscribe to creators to gain access to exclusive communities and get a glimpse of their behind-the-scenes lives. we helped creators earn over $20M.

I was always the kid who asked why. My questions and curiosity led me to Stanford University, where I continued to ask why.

I spent four years in Palo Alto, where I got a BS IDEAs degree (Immersive Design and Engineering Applications), a self-designed major focused on VR/AR design and engineering.

I worked in new media for five years building research experiences at Stanford VHIL, games at Subdream Studios, VR training experiences at STRIVR, and prototyping for the Vision Pro at Apple.

done

projects i've worked on

STRIVR

Engineering: C#, WPF, Unity

Design: Desktop UX, user research/testing

Leadership: Product manager, lead engineer

I designed and built a new product for STRIVR, delivering an MVP of a VR training content creation tool in six weeks. The tool is used internally, and a full-time PM was hired to continue its development after I left.

I conducted user research, prototyped the experience of using the tool, examined and documented processes, created wireframes, and then led a team of full-time engineers to build the product using WPF and Unity (C#). I presented my work in front of the entire company at an all-hands.


Kingdom Watcher

Engineering: C#, Unity, Photon, Vive, GearVR

Design: VR Interaction Design, UX, game design

Leadership: Led small engineering + art team

I designed and built Kingdom Watcher, a virtual reality tower defense game. Kingdom Watcher is available on HTC Vive and GearVR and has been played over 10,000 times.

Inspired by Valve's The Lab - Longbow, Kingdom Watcher is the ultimate blend of tower defense and bow and arrow shooter. I built a prototype of Kingdom Watcher and pitched it to Subdream Studios, where they hired me to bring it to market.

Subdream's Kingdom Watcher page here.


SUVSTAR

Engineering: C#, Unity, ARCore, mechanical

Design: Gaze-based AR interactions and UI

Leadership: Pair programming

I and Kyle Qian designed and built an augmented reality headset for Dr. Gordon Wetzstein's class, EE267: Virtual Reality.

SUVSTAR is a prototype for a video pass-through augmented reality headset. Two phone cameras in front of your eyes take in the real world and the images are shown to your eyes in a VR headset. Using two ARCore devices, we could make stereo AR and do things like live translation or seeing your schedule.

See the code and report write-up.


Motion Immortal

Engineering: C#, Unity, HTC Vive + trackers

Design: VR UX, sound, visual, performance

Leadership: Technical Director

Motion Immortal is an experimental and experiential performative art piece where each visitor's experience defines the next visitor's experience in a telephone game of choreography. Built for Camille Utterback's VR art class, Motion Immortal explores behavioral propagation in a digital world.

I built Motion Immortal from the ground up, working with Emily O'Neal and Sofia Avila on the concept, flow and visuals.


Tempus Fugit

Engineering: C#, Unity, HTC Vive + trackers

Design: Sound, visual, performance

Leadership: Technical Director

A performance piece where dancer becomes earth. As humans, we are unable to appreciate the timescale of the natural world -- the formation of mountains, the steady growth of the redwood. Tempus Fugit seeks to map the cosmological time scale of the earth to that of a human.

In partnership with Emily O'Neal for Jesse Fleming's Mixed Reality Performance class, I built Tempus Fugit to allow a dancer to embody mother nature, raising hills and creating life. We used Final IK, and I became familiar with the Unity Terrain system.


Sunrose

Engineering: C#, Unity, Photon, Oculus, Firebase

Design: VR Interaction Design, UX, user research

Leadership: Engineering manager

Sunrose - making remote counseling accessible, affordable, and delightful.

I led a team that built an end-to-end remote counseling platform in VR. Users can anonymously call and receive counseling in a safe space in VR with a trained counselor. I designed and built the VR menu interactions such as choosing an environment for your space or selecting your account from a list pulled from Firebase. I created user stories and tasks and taught my teammates Unity.


Snowbird

Engineering: C#, Unity, ARCore/ARKit

Design: Mobile AR UX

Leadership: Technical director

I designed the user experience and coded the interactions for the first AR film ever.

Snowbird is the first immersive film for ARKit enabled devices. The viewer places a snowglobe in their world and watches an animated short in augmented reality, exploring different angles and getting up close and personal with the characters. Built with Unity - C#. Available now.

Download Snowbird in the App Store and Play Store

Featured in media: VentureBeat and Stanford News


SocialQ

Engineering: C#, Unity, Microsoft HoloLens

Design: Headset AR UX for kids with ASD

Leadership: Team leader

I designed a simple, minimalistic user experience for SocialQ specifically to avoid sensory overload for children affected by ASD.

SocialQ is an assistive technology for Microsoft HoloLens that helps children affected by ASD (Autism-Spectrum Disorder) to better recognize facial expressions and social cues. Won Best Use of Microsoft Technology at UC Berkeley's Hackathon: CalHacks 3.0. Also a U.S Microsoft Imagine Cup National Finalist (Top 12 teams out of 300 submissions).


Charleston Reconstructed / Dear Visitor

Engineering: C#, Unity, ARKit

Design: Site-Specific Mobile AR UX

Leadership: Worked in a small, dynamic team

Awarded the Magic Grant from the Brown Institute for Media Innovation to use AR to reimagine how public spaces would look in a more inclusive time period. Focused on Charleston, South Carolina, our project will provide diverse, provocative perspectives on Charleston's public spaces containing Confederate-era monuments. We hope to challenge people by allowing them to see what Charleston might look like if it honored people of color and other unsung heroes. Simultaneously, built Dear Visitor to bring awareness to Chanel Miller's story on campus. Awarded Best Case Study at CHI 2023.


SLIVR

Engineering: Cardboard, knife skills, mechanical

Design: Sketching, prototyping, pitching

I prototyped a foldable VR headset, which I believe to be a potential form factor for VR headsets in the near future.

Though improving, VR headset form factor is still exceptionally bulky. In the 5 year run, I think portability will be a huge boon to developers and consumers. Portability is key for evangelism and sharing. For ME101, "Visual Thinking," I designed and built a prototype for a foldable VR headset. It is made out of a modified Google Cardboard. The sides fold and the face plate slides out and locks in place with magnets.

doing

what am i up to now?

building what beats rock

playing league and TFT

reading 'dune'

dreams

i want to build the media of a creative future

i want to see the northern lights

i want to write a short story

i want to learn to play the concertina (irish accordion)

i want to raise a pre-seed round ✅

i want to be a CEO ✅




archives

archived projects i've worked on

Journeys

We want people to share and experience real world journeys. Humans are spatial creatures, yet more and more of our lives are lived out from our seats and over the internet. It's time to bring people back to exploring and experiencing reality. But that doesn't mean we have to move away from the digital world. We believe we can achieve this by combining digital and physical stories for an augmented life experience. Journeys is a mobile AR app that guides users through other users' journeys by showing them AR directions to real-world waypoints. Once there, users can experience the waypoint and see photos, text, and audio. Won Intel Vaunt's choice award at Creating Reality Hackathon. Demo video

More on Journeys here: Journeys Devpost


half step

Engineering: Swift, iOS

Design: Mobile UX, Figma, full design process

Leadership: Worked in small team

We went through the entire design process including: needfinding (user research), prototyping, testing, reiterating. The website that I designed won 2nd best website in the class.

half step is an HCI project for Stanford's Intro to HCI class that teaches piano skills. I designed the website, focusing on playfulness and delight. Built using paper.js library. Since half step is a music learning journey, the website is a piano that plays notes as you navigate.

More on half step on the Stanford HCI website


memVRy

memVRy is a way to visualize memory palaces in Virtual Reality, which can aid in remembering new ideas. In this demo, memVRy is used to teach Spanish vocabulary words. I led my team in building this product in Unity for Google Cardboard at a hackathon. We won 3rd place, awarded by Scott Forestall (former VP at Apple) and Brienne Ghafourifar (youngest college graduate to raise $1 million in venture funding).


Luminosity

Engineering: C#, Unity

Design: Game/level/character/graphic/video design

Leadership: Worked in a small, dynamic team

I made the light spirit character, designed levels, designed and created the posters for the set, and designed and developed the camera code. I created the trailer using Unity's Cinemachine tools.

Luminosity is a reverse-stealth and puzzle game built for Stanford's Intro to Game Design class. You are a light spirit, trapped in the City of Lumos, trying to escape the humans who have enslaved your kind in order to harvest your energy. Built in 5 weeks with Unity - C#. Won Student's Choice Award from Stanford Video Game Association.


Turtle Penthouse

Engineering: Mechanical, carpentry, materials

Design: Woodworking

I built a "tank topper" basking area for my turtle. I went to Home Depot with an idea and spent the weekend building it.

Most turtle basking areas float on the water, or are attached to the side of the tank. However, this results in a huge amount of swimming space going to waste, as you cannot fully fill the tank. My turtle Squirtle absolutely loves swimming, and I wanted him to have the full depth to swim in, so I looked into tank toppers for larger turtles. No luck. So I built it instead.

The tank topper sits on the plastic rim of the tank, and has a lower riding lip that prevents it from sliding off (also looks nice). In the back, the tank topper is elevated so that the hood light can slide underneath. Each "floor" of the penthouse is simply a sheet of eggcrate sitting on a lip. The front and side walls are glass panels that can slide in and out for easy cleaning. The back wall is made of dowels spaced out just smaller than Squirtle's head so he can't poke through. Two old ZooMed basking platforms provide ramps, one to climb from the water to the penthouse, and one to go to the loft of the penthouse. The top is stretched chicken wire that was bolted into the frame, tight enough that two lamps can sit atop it. The wood is stained to prevent mold and water damage and to look uniform.


Mother of Dragons - ME101 Automaton

Engineering: Foamcore, knife skills, mechanical

Design: Visual, spatial, prototyping, sketching

Leadership: Worked in a small, dynamic team

I helped spatially and visually design and build a diorama that animates when a crank is turned.

In ME101, "Visual Thinking," we exercised visual design skills. I helped contribute to the three dimensional layout and composition of our automaton. Our automaton is an engaging sensory experience; see the glitter of the eggs, hear the beating of the drums, feel the crank on your finger.


OrganizEZ

OrganizEZ: Never worry about your downloads again! OrganizEZ is an app that runs on your desktop and watches your downloads folder. Any new files downloaded are analyzed using IBM Watson's image recognition, natural language, and document conversion APIs. Your download is then sorted into the correct directory based on its contents. Built at a hackathon using NodeJS and Electron. Placed top 5 IBM projects at AT&T Shape Hackathon.


The XR Files

Engineering: Web dev, HTML5, JS, CSS, Firebase

Design: Web UI/UX

The XR Files is a platform I created to make information about virtual, augmented, and mixed reality more accessible. Focused on industry applications of XR, The XR Files sources and curates research papers that validate use-cases of virtual, augmented, and mixed reality.

The XR Files is live here: The XR Files


Co-founder and CEO of Lunasphere

In highschool, I made Lunasphere. Lunasphere is a platform for the next generation of informational content about real world objects. The Triton Museum of Art in Santa Clara paid me to make Lunasphere to publish multimedia content, which its patrons can access through QR Code or through an exhibit look up. I built Lunasphere from the ground up using Angular and JQuery for the front-end, and AngularFire, Firebase, and Javascript for the backend.

Lunasphere is live on mobile devices here: Triton Museum