PBR Australia

Work Project // Mid 2025 – Present

Watch PBR Australia LIVE is a streaming platform for everything PBR Australia. Providing 2D and 360° livestreams for every event, event replays and highlights, event calendar, standings, event results and rider & bull stats. Available on Meta Quest, Android and iOS devices.

Although I have been prototyping this streaming platform framework for the majority of 2025, this was the first client that took on this idea. We began working with PBR Australia on their platform from August 2025 to the release in Late October 2025.

During the development of PBR Australia’s streaming platform I encountered three unique challenges, which were: creating a reliable and intuitive streaming player experience for both video playback and livestreams, building the back-end infrastructure to store and use necessary data for streaming, and building the streaming platform for multiple devices.

To create a reliable and intuitive streaming player experience, AVPro was used under the hood to handle the streaming data input. The UI was built from scratch with the design taking multiple design iterations to finalise into what it looks today.

We used Google Firebase as an almost one-stop shop to handle several functions such as: Authentication, Cloud Database, Cloud Storage for thumbnails and other smaller files, Notifications, Functions for back-end verification of event/video access & Analytics. We also used Vimeo as our cloud storage for heavy video files. This was also my first time delving into utilising Google Firebase which was an amazing learning experience for me, because of this project, I’ve felt much more comfortable using Firebase for future projects.

For cross-platform support, we set up GitHub with multiple master branches, a branch for Meta Quest, a branch for Android and a branch for iOS. This allowed us to develop each version independently without disrupting other versions of the streaming platform. This was also necessary as the functionality of multiple features and system would differ between VR and Mobile as well as between Android and iOS. I already had solid experience in GitHub due to my time in University, but this allowed me to grow that much more in version control systems.

Although the time-frame for development was tighter than I would have liked, I’m very proud of how this project turned out, especially with the updates to the platform post-launch. Thanks to this project, I have grown exponentially in not only Unity, but in version controls systems and back-end infrastructure.