
Gear’n Air
Contract / Unity / Multi-user VRA multi-user VR training application for learning gearbox assembly, pneumatic systems, diagnostics, and instructor-led technical exercises.
Unity & real-time 3D developer. Exploring the intersection of gameplay, systems architecture, and technical art.

A multi-user VR training application for learning gearbox assembly, pneumatic systems, diagnostics, and instructor-led technical exercises.

Unity development spanning rhythm gameplay, physics-based VR interaction, character IK, custom editor tools, shaders, and audio systems.

Level-building tools, an interactive station map, enemy behavior, and FMOD audio systems for a VR adventure built around exploration.

Grappling locomotion, game and level design, modular challenges, VR calibration, audio systems, and production tools — from the first prototype through post-launch updates.

Unity development for a hands-on VR action-strategy game about commanding Spud squads, assembling turret defenses, and expanding across planets.

Unity development for a gravity-shifting puzzle game, with hands-on VR porting, platform adaptation, interaction comfort, and performance work across headset and console releases.

Single-player mission development, aircraft dashboards, VR cockpit controls, mission flow, and flight-game UI for a World War II aerial-combat experience.

A short AI-generated marketing video created for a recruitment test, from prompt and keyframe development through generative video production and final edit.

An Unreal Engine lunar drilling cinematic combining nDisplay, Sequencer, animation, rover motion, Niagara effects, and final render production.

A VR endless-driving prototype where the position of the player’s hand guides a car across a procedurally assembled road.
Gravity-shifting puzzle interaction, grappling and player mechanics, hand-controlled vehicle movement, physics-driven VR tools, modular turret configuration, enemy rotation, lunar-gravity setup, equipment feedback, rhythm gameplay, and scoring systems.
Custom inspectors, modular level builders, map generation and preview tools, prefab utilities, data-driven training configuration, batch baking, and AI-assisted voiceover automation.
Level creation, mission pacing, objective flow, obstacle placement, procedural course assembly, difficulty progression, and iteration with team feedback.
Custom shader effects, platform-specific shader, material, prefab and build optimization, lighting integration, Lightweight Render Pipeline migration, Quest rendering work, occlusion-baking tools, map mesh processing, and static batching.
Cross-platform VR controls, controller calibration and recentering, controller-avatar interaction, tracked-hand driving, 6DoF cockpit controls, interactive 3D maps, guided assemblies, onboarding, and physical, haptic, and audiovisual feedback.
FMOD integration and event authoring, adaptive music, runtime spatial audio, speed-linked vehicle audio, mixer routing, dialogue callbacks, audio bank management, localized UI, controller guidance, and voiceover workflows.
Timed instrument-playing motion, hand and look targeting, animation blending, source-motion cleanup, and retargeting for real-time sequences.
Application flow, platform-aware VR setup and input, dependency injection, async asset loading, stateful training scenarios, planetary progression and travel state, synchronized multi-user interaction, pause coordination, native audio interop, pooled endless-course generation, and allocation reduction.
Instrument sequencing, rhythm-pattern authoring, timing evaluation, configurable difficulty, and player feedback.
Flying-enemy behavior, NodeCanvas tasks, Mercuna 3D navigation integration, patrol routes, target tracking, and firing conditions.
Interactive station maps, section discovery, connected-area reveal, passage states, points of interest, and player positioning.
Unreal Engine nDisplay configuration, Sequencer timelines, Movie Render Queue output, vehicle motion, animation retargeting, and Niagara effect integration for real-time presentation.
Aircraft dashboard readouts, in-world instrumentation, cockpit controls, throttle behavior, mission objectives, checkpoints, failure conditions, and flight-game presentation.
Lobby scenes, aircraft selection, game-mode menus, player-facing match UI, free-flight flow, and AI match configuration.
Prompt development and refinement, AI-generated keyframes, generative video iteration, and final editorial montage for short-form video.
Developed Gear’n Air, a shared VR technical-training application. Built the configurable assembly and scenario system, networked interaction and animation state, transmission and pneumatics exercises, diagnostic tooling, and VR interaction refinements. Dates reflect recorded project contributions.
Gear’n Air ↗Primary Unity developer responsible for application systems, rhythm gameplay and scoring, physics-based VR interaction, character IK, custom editor tools, shaders, FMOD integration, and localization. Also created an AI-assisted voiceover production tool. Dates reflect recorded project contributions.
Harmony VR ↗Created an Unreal Engine lunar drilling render with nDisplay configuration, Sequencer and Movie Render Queue setup, rover and character animation work, lunar environment integration, drilling effects, and final scene updates. Dates reflect recorded project contributions.
Moon Drilling Video Render ↗On Neverout (Nov 2015 – Dec 2018), developed gravity-shift puzzle interaction, VR comfort and input, platform adaptation, PSVR services, and optimization. Developed VR gameplay, cockpit controls, match UI, progression systems, onboarding, and platform support across Overflight and Spuds Unearthed. Main designer and Unity developer on Yupitergrad, working on grappling mechanics, campaign and Time Attack levels, calibration, modular challenges, FMOD audio, editor tools, and optimization. Also built the CarIsHand driving prototype. As Senior Unity Developer on Yupitergrad 2 (Nov 2021 – Jul 2023), developed level-building tools, maps and exploration systems, flying-enemy behavior, audio integration, equipment feedback, and pause coordination. Dates span recorded project contributions.
Yupitergrad 2: The Lost Station ↗CarIsHand Prototype ↗Yupitergrad ↗Spuds Unearthed ↗Overflight ↗Neverout ↗I build interactive experiences from the inside out: the systems that make a world behave, the tools that make a team faster, and the small details that make an interaction feel right.
My interests span Unity development, real-time graphics, simulation, and the possibilities of 3D on the web.
ALWAYS A WORK IN PROGRESS