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PRODUCED IN PARTNERSHIP WITH

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Gautier de Lataillade

Mobile & Spatial Engineer @ L+R
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I'm a Flutter developer with over 6 years of experience building mobile apps. Recently, I've been focusing on XR development for Meta Quest. At L+R, I work with Meta on spatial media experiences and contributes to the Meta Spatial SDK. I'm currently exploring how to extend real-world products into immersive platforms.

Building an Immersive Concert Experience on Meta Quest

What does it actually take for a mobile developer to build a production-ready app for Meta Quest? In this session, we share how we transformed a core segment of a Flutter mobile app with millions of downloads into an immersive concert and performance media viewer for XR. We’ll break down what it takes to move an XR project beyond a simple tech demo into a polished product.

We’ll pull back the curtain on our stack and workflow. On the design side, we’ll show how we used Gemini 3 Flash Image, Figma, and ShapesXR to shape the experience. We’ll also share a key mindset shift: treating the headset as connected hardware rather than rebuilding the full mobile app in XR. On the development side, we’ll cover Kotlin, Meta Spatial SDK, Meta Spatial Editor, Quest login UX, cross-team collaboration, and how tools like MCP, Meta Quest Simulator, and AI models helped us move faster.

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