Dr Jack Ratcliffe builds VR/MR/AR experiences, games, and educational systems used by 100,000s; while publishing award-winning research and teaching at the boundary of design, HCI, games, and learning science.
Select a discipline ↓Independent games, serious play, and educational software, produced, designed, programmed, and shipped to global audiences.
Immersive learning, XR prototyping, UX/UI design, and enterprise VR, from pitch to deployment.
Award-winning HCI research, university-industry collaboration, lecturing at world-leading design and computing institutions.
I design, develop and produce games that challenge, teach and entertain. From language learning apps played by hundreds of thousands to experimental social sandbox titles (also played by hundreds of thousands). I've produced, managed, designed and programmed boundary-pushing titles across multiple formats and platforms.
VR + MR language learning game placing players inside an immersive foreign-language environment. Commercially released on standalone VR headsets, including the Quest, Quest 2, Quest 3, Quest Pro, Quest 3S and HTC Vive and Vive Index. 150,000+ active users globally, plus additional school licences.
An experimental social sandbox game aimed at younger audiences, featuring unique bird flight movement mechanics. Comprehensive multiplayer and anti-cheat server architecture.
The first real-time mesh deformation game to run on a Quest headset. Leveraged heavy optimisations and humourous game mechanics to become a meme smash-hit across TikTok and YouTube Shorts.
The world's fastest MR game. Round around your room to guide spaceships to the landing dock while grabbing power-ups and avoiding chaotic dangers.
A re-imagining of the original VR Noun Town game, completely rebuilt for Windows and Mac computers. Released on Steam and Epic stores to huge success.
The only real-time fluid sim game on the Meta Quest. Heavily optimised to achieve real-time fluid dynamics on the headset, at a smooth 72fps. Wet is an environmental puzzle game and a fan favourite.
Games studios wanting research-informed design and rapid prototyping capability.
Media organisations and educational institutions commissioning interactive experiences.
Early-stage edtech and games startups needing technical and creative input.
Working with teams across Europe, North America, and Asia — remotely and in person. If you have an interesting games or interactive media project, I want to hear about it.
I take on a small number of engagements each year. Reach out to discuss availability and fit.
Over a decade building immersive experiences working closely with Meta, Snapdragon and HTC on everything from VR training simulators for enterprise to consumer MR applications. I consult at every stage: opportunity identification, proof-of-concept, production, development, user experience and evaluation.
Large organisations exploring XR for training, onboarding, safety, or internal communications.
Universities looking for expert consultation on the XR strategy.
Specialist studios needing research expertise or additional senior development capacity.
Working with organisations across Europe, North America, and Asia on VR/AR projects. Available for remote engagements and on-site workshops.
I work with a limited number of clients each year. Get in touch with your brief and timeline.
Research at the intersection of Human-Computer Interaction, immersive technology, and learning science. Published at top-tier venues; teaching at top creative institutions. Working to close the gap between academic insight and real-world deployment.
Award-winning research at ACM CHI — the world's premier HCI venue. Recognised in the top 5% of all submissions for original contribution to the field. A comprehensive review of XR research practioners to understand perceived limitations and benefits of remote XR research.
Invited contribution to the BBC's AI conference. Presented original research project and prototype installation intervention designed for the exploration of algorithmic accountability and understandability in "digial natives".
International workshop focussed on reimagining traditional music instruments through digital technologies, focussing on the duxianqin, a traditional a Solo String instrument popular in southern Guangxi and Vietnam.
Universities and research centres seeking HCI or XR expertise for funded projects.
Corporate research divisions wanting academic rigour applied to product and technology questions.
Organisations needing independent evaluation or evidence-based learning programme design.
Collaborating with researchers and institutions worldwide on HCI, XR, and learning science. Open to visiting fellowships, co-authorship, and funded research partnerships.
Open to research partnerships, speaking invitations, and consultancy on evidence-based technology projects.