Dr. Paul Smith

CTO at A Real Place | XR (AR/MR/VR) & Game Tech | Digital Twins | Systems Architecture | Backend/Frontend | AI | Accessibility Tools | Reverse Engineering | Unity/Unreal | C/C++/C#/Python/Lua/JS | Azure | Legacy Engines

London Area, United Kingdom

About

My background is in game technology, XR, AI, web-based systems, and real-time interactive software. I’ve spent over 16 years building interactive simulations, digital twins, AR, VR, MR, mobile, and PC products, with much of that work focused on multi-user systems, technical architecture, performance, and making ambitious product ideas stable enough to use in the real world. I’m currently CTO at A Real Place, where I lead the technology behind an augmented reality platform designed to make face-to-face networking more useful at conferences, business events, and large venues. Before that, I was Lead XR Developer at Ricardo plc, working on VR and MR tools for engineering design review, training, and customer-facing immersive projects. I also worked as a Senior Mobile VR Developer at MelodyVR / Napster, building immersive music products for consumer platforms, and previously worked at Unity Technologies as an XR Subject Matter Expert for Unity Education. Alongside my commercial work, I build game accessibility technology. My main current project is VaultVox, an accessibility framework that adds real-time text-to-speech and assistive interaction support to complex RPG systems. That work includes dialogue, UI, inventory, combat logs, journals, menus, configurable voice routing, multilingual support, and legacy game integration. I also have a PhD in AI-supported collaborative virtual environments, focused on using facial expression tracking to improve communication in remote shared spaces. That still shapes how I think about presence, interaction, accessibility, and the practical side of immersive technology. The work I enjoy most sits where product vision, engineering, and delivery meet: figuring out what needs to be built, how to build it properly, and how to get it stable enough that real people can actually use it. I’m always happy to connect with people working in XR, real-time systems, digital twins, accessibility technology, games, simulation, AI-assisted development, or other interactive technology.

Experience

  • A Real Place Limited (London, UK)
    • Chief Technology Officer (Fractional)
      Aug 2025 - Present · 1 yr

      Building the world’s first platform for face-to-face networking using Augmented Reality. Connecting people in real life.

    • Project Leader Augmented Reality Development Team
      May 2025 - Aug 2025 · 4 mos

      Building the world’s first platform for face-to-face networking using Augmented Reality. Connecting people in real life.

  • Pixel Realities Ltd (Remote)
    • Independent Accessibility Technology Lead (PT)
      Sep 2025 - Present · 11 mos

      • Designed and developed VaultVox, a real-time accessibility and Blind friendly framework providing text-to-speech and assistive interaction support for complex RPG systems, including dialogue, UI, inventory, journals, combat logs, menus, and in-game feedback. • Added NVDA Screen Reader support for blind gamers. Tested with real Blind Gamers. • Built configurable voice routing, multilingual support, audio processing, user settings, and accessibility-focused workflows designed to reduce reading barriers for visually impaired, dyslexic, and reading-fatigued players. • Extended the framework across multiple RPG accessibility projects, including Fallout 2, Fallout Et Tu, Planescape: Torment Enhanced Edition, Pillars of Eternity, and Warhammer 40,000: Dark Heresy. • Integrated accessibility features into legacy and modded game architectures, requiring reverse engineering, UI analysis, runtime text capture, audio system design, and robust handling of inconsistent game-state data. • Released and maintained public-facing accessibility technology with user feedback, documentation, demonstrations, and ongoing feature iteration.

    • Unity and Unreal Technical Expert
      Mar 2017 - Present · 9 yrs 5 mos

      • I develop collaborative digital environments, Digital Twins and XR applications using Unity and web tools for modern platforms, specifically focusing on training and augmented interaction/communication. • I work remotely to create immersive experiences for VR, AR, and MR technologies. • I use agentic AI to accelerate all my projects

  • Lead Immersive Tech Developer at Ricardo plc
    Mar 2020 - Feb 2025 · 5 yrs

    • Led the development of networked VR, MR, and web-based immersive software for engineering and design applications in the automotive and engineering space. • Utilized Web and cloud technology, Unity, Unreal Engine, AI integration, OpenXR, XRI Toolkit, Azure, and Netcode 2.0+ to create multiplatform VR and AR applications. • Managed Agile development processes and project management through Jira and Git.

  • Senior Developer (Unity and React Native) at Napster Group
    Sep 2018 - Dec 2019 · 1 yr 4 mos

    • Developed new VR features and optimized app architecture for MelodyVR app on various VR headsets. • Contributed to the core VR app development team at Napster Group, delivering the next-gen music streaming services in VR. • Worked on the Unity integration with React Native for the iOS and Android VR apps, allowing the app to switch seamlessly between mobile mode and VR mode.

  • Game Dev Field External Examiner for the Creative Technologies Cluster at University of the West of England
    Oct 2016 - Oct 2019 · 3 yrs 1 mo

    • External examiner for Game Development Modules at UWE, Bristol, focusing on Advanced Technologies and Game Engine Architecture. • Evaluated student projects in Creative Technologies, Entertainment Software Development, and Principles of 3D Environments. • Provided feedback on Low-Level Programming for Games and Play and Games concepts to enhance student learning outcomes.