# Paweł Czebreszuk > Unity & real-time 3D developer. Public portfolio with project case studies, personal contributions, demonstrated skills, and professional experience. Portfolio: https://pawelczebreszuk.com/ Location: Poland Contact: czebreszuk.pawel@gmail.com Unity & real-time 3D developer. Exploring the intersection of gameplay, systems architecture, and technical art. 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. ## Attribution and dates Project overviews and technology tags describe the project as a whole. Personal contribution sections and their skill lists describe Paweł’s work; project-wide technologies and team output do not imply sole authorship or personal expertise. Project dates identify the latest confirmed contribution, not release dates. Experience periods span recorded contributions and do not establish full employment tenure. Personal projects and recruitment tasks are not employment entries. The procedural flow field is an assistant-created website demonstration, not evidence of Paweł’s professional achievements. ## Demonstrated capabilities ### Gameplay & physics 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. Supporting projects: [Neverout](https://pawelczebreszuk.com/projects/neverout/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Moon Drilling Video Render](https://pawelczebreszuk.com/projects/moon-drilling-video-render/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Unity & production tools Custom inspectors, modular level builders, map generation and preview tools, prefab utilities, data-driven training configuration, batch baking, and AI-assisted voiceover automation. Supporting projects: [Gear’n Air](https://pawelczebreszuk.com/projects/gear-n-air/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Game & level design Level creation, mission pacing, objective flow, obstacle placement, procedural course assembly, difficulty progression, and iteration with team feedback. Supporting projects: [Overflight](https://pawelczebreszuk.com/projects/overflight/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Shaders & VR optimization 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. Supporting projects: [Neverout](https://pawelczebreszuk.com/projects/neverout/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### VR interaction & feedback 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. Supporting projects: [Neverout](https://pawelczebreszuk.com/projects/neverout/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Gear’n Air](https://pawelczebreszuk.com/projects/gear-n-air/), [Overflight](https://pawelczebreszuk.com/projects/overflight/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Audio & localization 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. Supporting projects: [Neverout](https://pawelczebreszuk.com/projects/neverout/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Character animation & IK Timed instrument-playing motion, hand and look targeting, animation blending, source-motion cleanup, and retargeting for real-time sequences. Supporting projects: [Moon Drilling Video Render](https://pawelczebreszuk.com/projects/moon-drilling-video-render/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/) ### Application systems & runtime C# 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. Supporting projects: [Neverout](https://pawelczebreszuk.com/projects/neverout/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Gear’n Air](https://pawelczebreszuk.com/projects/gear-n-air/), [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/), [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/) ### Rhythm & timing systems Instrument sequencing, rhythm-pattern authoring, timing evaluation, configurable difficulty, and player feedback. Supporting projects: [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/) ### Game AI & navigation Flying-enemy behavior, NodeCanvas tasks, Mercuna 3D navigation integration, patrol routes, target tracking, and firing conditions. Supporting projects: [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/) ### Maps & exploration systems Interactive station maps, section discovery, connected-area reveal, passage states, points of interest, and player positioning. Supporting projects: [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/) ### Virtual production & cinematic rendering Unreal Engine nDisplay configuration, Sequencer timelines, Movie Render Queue output, vehicle motion, animation retargeting, and Niagara effect integration for real-time presentation. Supporting projects: [Moon Drilling Video Render](https://pawelczebreszuk.com/projects/moon-drilling-video-render/) ### Cockpit & flight systems Aircraft dashboard readouts, in-world instrumentation, cockpit controls, throttle behavior, mission objectives, checkpoints, failure conditions, and flight-game presentation. Supporting projects: [Overflight](https://pawelczebreszuk.com/projects/overflight/) ### Game UI & match flow Lobby scenes, aircraft selection, game-mode menus, player-facing match UI, free-flight flow, and AI match configuration. Supporting projects: [Overflight](https://pawelczebreszuk.com/projects/overflight/) ### AI-assisted video production Prompt development and refinement, AI-generated keyframes, generative video iteration, and final editorial montage for short-form video. Supporting projects: [The Life of a Cracker](https://pawelczebreszuk.com/projects/the-life-of-a-cracker/) ## Professional experience ### Project-based contract — Senior Unity Developer Recorded contribution period: Mar – May 2026 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. Supporting projects: [Gear’n Air](https://pawelczebreszuk.com/projects/gear-n-air/) ### RTE Lab · Harmony VR — Contract Unity Developer Recorded contribution period: Nov 2024 – Sep 2025 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. Supporting projects: [Harmony VR](https://pawelczebreszuk.com/projects/harmony-vr/) ### Project-based contract — Virtual Multimedia Contractor Recorded contribution period: Aug 2024 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. Supporting projects: [Moon Drilling Video Render](https://pawelczebreszuk.com/projects/moon-drilling-video-render/) ### Gamedust — Unity Developer → Senior Unity Developer Recorded contribution period: Nov 2015 – Jul 2023 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. Supporting projects: [Yupitergrad 2: The Lost Station](https://pawelczebreszuk.com/projects/yupitergrad-2/), [CarIsHand Prototype](https://pawelczebreszuk.com/projects/car-is-hand-prototype/), [Yupitergrad](https://pawelczebreszuk.com/projects/yupitergrad/), [Spuds Unearthed](https://pawelczebreszuk.com/projects/spuds-unearthed/), [Overflight](https://pawelczebreszuk.com/projects/overflight/), [Neverout](https://pawelczebreszuk.com/projects/neverout/) ## Project case studies ### Gear’n Air Source: https://pawelczebreszuk.com/projects/gear-n-air/ Category: Contract / Unity / Multi-user VR Role: Senior Unity Developer · Contractor Latest confirmed contribution: 2026-05-22 A multi-user VR training application for learning gearbox assembly, pneumatic systems, diagnostics, and instructor-led technical exercises. #### Overview: Making mechanical systems learnable through shared VR practice. Gear’n Air is a VR technical-training application for high-school students. It presents mechanical transmission and pneumatic-system exercises in a shared workshop, where students can work together with teacher support. As a Senior Unity Developer on a project-based contract, I worked on the application from March to May 2026. I built the reusable assembly system and its networked runtime, then applied it across the transmission and pneumatics training content. The work combined guided and free-learning scenarios with concrete mechanical feedback: learners can inspect equipment, place and remove parts, follow valid assembly order, work with tools, operate animations, and use diagnostic equipment. #### Technical deep dive: A configurable assembly system for shared technical training. I developed an assembly framework around configurable parts, slots, tools, states, conditions, and validation rules. This gave the training content a shared foundation for placing components, enforcing dependencies, guiding the next action, and communicating successful or failed state changes without hard-wiring each exercise into a separate interaction flow. I extended the runtime for multi-user sessions, synchronizing part operations and device state so a group could work with the same training setup. Later work added synchronized mechanism animations and a control box, keeping presentation and required-animation scenarios aligned for connected participants. The content layer used that system for conical, planetary, spur, and worm gearboxes, then for five pneumatic assemblies with configured parts, hoses, and blocking rules. I also integrated a magnetometer training tool across the gearbox scenarios and refined hand-tracking selection behavior. Project-wide technologies: Unity, C#, Multi-user VR, XR Interaction Toolkit, Training simulations, Network synchronization, Data-driven scenarios #### Personal contribution ##### Configurable assembly-system foundation Built the core runtime for assembly exercises, covering parts, slots, component state, scenarios, interaction flow, tool selection, operation conditions, and placement validation. The system made mechanical dependencies and permitted actions configurable per training setup. Demonstrated skills: Unity, C#, Training simulations, State machines, Validation logic, Data-driven design ##### Multi-user state & interaction synchronization Developed the networked assembly runtime for sharing part operations, device state, and interaction outcomes across a session. Extended the system so mechanism animations and their controls could stay synchronized during collaborative training. Demonstrated skills: Multi-user VR, Network synchronization, Event-driven programming, Runtime state management ##### Transmission training content Configured interactive training content for conical, planetary, spur, and worm gearboxes: parts, prefabs, assembly and disassembly dependencies, scenario setup, material states, and presentation animations. Demonstrated skills: Technical simulation, Prefab workflows, Scenario configuration, Animation systems, Material configuration ##### Pneumatics assemblies & scenarios Implemented and refined five pneumatic assemblies, including their definitions, component prefabs, hose behavior, blocking rules, and learning scenarios. Added free-learning and presentation paths alongside guided exercises. Demonstrated skills: Pneumatic systems, Interactive 3D, Scenario design, Configuration workflows, VR training ##### Diagnostic and VR interaction tools Added the magnetometer tool and its gearbox-specific placements and animations, refined tool and selection interaction, and updated hand-tracking input so selecting parts remained usable in the training workflow. Demonstrated skills: VR interaction, Hand tracking, XR Interaction Toolkit, Diagnostic tools, Interaction design ### The Life of a Cracker Source: https://pawelczebreszuk.com/projects/the-life-of-a-cracker/ Category: Personal / AI video workflow / Recruitment task Role: Independent candidate · AI video workflow Latest confirmed contribution: 2026-03 A short AI-generated marketing video created for a recruitment test, from prompt and keyframe development through generative video production and final edit. #### Overview: Taking a short marketing brief through an AI-led video workflow. The Life of a Cracker is a short video created as the response to a recruitment test brief. The final video is a compact product-focused story shaped from initial visual direction through to final edit. The project was completed independently over roughly two weeks in March 2026. I used ChatGPT to develop and refine the prompts and generate keyframes, Seedance 2.0 to turn that direction into video, and DaVinci Resolve to shape the final montage. The work is presented as a personal test-task result. #### Technical deep dive: Prompt, keyframe, generation, and edit. I started by establishing the visual concept, then iterated on prompts to move the framing, product treatment, and shot progression toward a consistent direction. ChatGPT supported both the prompt-development loop and the generation of keyframes used to guide the sequence. I generated the video material with the Seedance 2.0 model, selecting and combining iterations that best preserved the intended visual language. The final work was assembled and paced in DaVinci Resolve, where I turned the generated clips into a finished short-form edit. Process: Concept & prompt refinement → AI-generated keyframes → Seedance 2.0 video generation → DaVinci Resolve montage Project-wide technologies: ChatGPT, Prompt development, AI keyframes, Seedance 2.0, Generative video, DaVinci Resolve #### Personal contribution ##### Visual concept & prompt development Developed the visual direction for the brief, wrote prompts, and refined them through iteration to shape the product presentation and shot progression. Demonstrated skills: Creative prompting, Prompt refinement, Visual direction ##### AI keyframe generation Generated keyframes with ChatGPT to establish visual references for the video-generation workflow and keep the sequence aligned with the intended direction. Demonstrated skills: AI image generation, Keyframe development, Visual continuity ##### Generative video production Generated and selected video iterations with Seedance 2.0, using the prompt and keyframe work to direct the final short-form sequence. Demonstrated skills: Seedance 2.0, Generative video, Creative iteration ##### Editorial montage & finish Assembled the generated material into the finished video in DaVinci Resolve, shaping its order, rhythm, and final presentation. Demonstrated skills: DaVinci Resolve, Video editing, Montage #### Public references - [TheLifeOfACracker — final video](https://www.youtube.com/watch?v=E4OgymkSHt8) ### Harmony VR Source: https://pawelczebreszuk.com/projects/harmony-vr/ Category: Contract / Unity / VR Role: Contract Unity Developer · Primary developer Latest confirmed contribution: 2025-09-23 Unity development spanning rhythm gameplay, physics-based VR interaction, character IK, custom editor tools, shaders, and audio systems. #### Overview: Building the systems behind an interactive VR experience. Harmony VR is an RTE Lab project intended to support therapist-guided educational and developmental activities for children on the autism spectrum. Its public presentation centers on music, rhythm, emotional recognition, and calm virtual environments. As the primary Unity developer on a project-specific contract, I built application systems and interactive activities from November 2024 to September 2025. My work extended from rhythm playback and scoring to physical interaction, character animation, graphics, and development tools. I also handled application startup and transitions, asynchronous task lifecycles, localized dialogue, VR onboarding, and standalone Quest optimization. Alongside the application, I created an AI-assisted tool for voiceover production. Project-wide technologies: Unity, C#, FMOD, XR Interaction Toolkit, Animation & IK, ShaderLab, UniTask, Editor tooling #### Personal contribution ##### Application systems & asynchronous flow Developed application startup, scene loading, pause and reset behavior, and transitions between activities. Worked on asynchronous initialization, cancellation, and cleanup so interrupted activities could exit and restart correctly. Demonstrated skills: C#, Application architecture, Dependency injection, UniTask, Async lifecycle management ##### Rhythm gameplay & scoring Built rhythm playback, count-ins, instrument sequencing, and scoring for music-based activities. Implemented evaluation of player timing and instrument responses, configurable difficulty, and results feedback. Demonstrated skills: Rhythm gameplay, Timing systems, Scoring systems, Difficulty configuration ##### Custom rhythm authoring tools Created a Unity editor for composing rhythm patterns and instrument tracks. Added editing controls and undo support, alongside editor shortcuts for launching and working on scenarios. Demonstrated skills: Unity Editor, Custom inspectors, Odin Inspector, Content authoring tools ##### Physics-based VR interaction Developed physics-driven position and rotation following for interaction tools, integrated interaction behavior with XR controls, and refined instrument hit detection and controller feedback. Demonstrated skills: Unity physics, Rigidbody control, XR Interaction Toolkit, Collision detection, Haptics ##### Character animation & inverse kinematics Developed timed character drum-playing motion, hand and look targeting, and animation blending. Connected character movement and talking animation to activity and audio events. Demonstrated skills: Inverse kinematics, Animation rigging, Animator, Animation synchronization, DOTween ##### FMOD audio & music synchronization Built music playback and dialogue integration, handled audio lifecycle and bank loading, and connected gameplay with music timing and track events. Integrated sound feedback throughout interactive activities and UI. Demonstrated skills: FMOD, Interactive audio, Music synchronization, Audio lifecycle management ##### Shaders & standalone VR rendering Developed custom sprite-outline and screen-fade effects, and worked on transitions and rendering performance for Quest. Refined scene, lighting, material, and visual-effect settings for standalone VR. Demonstrated skills: ShaderLab, Shader programming, URP, Quest optimization, Lighting & materials ##### Localization, controls & onboarding Implemented localized text and dialogue support, language-change handling, VR menus, control explanations, and replayable tutorials. Maintained translation and voiceover updates across the application. Demonstrated skills: I2 Localization, Localized UI, Voiceover integration, VR UI, Onboarding ##### Scenario interaction & feedback Developed activity flow, answer selection, target interactions, animated feedback, and result displays. Refined reset and navigation behavior across interactive exercises and the relaxation space. Demonstrated skills: Gameplay programming, Interaction logic, UI animation, Debugging ##### AI-assisted voiceover production tool Created a supporting tool with AI assistance to generate ElevenLabs voiceovers from spreadsheet content through its API, including batch processing of language-specific content. Demonstrated skills: AI-assisted development, API integration, Workflow automation, Voiceover production #### Public references - [Harmony VR — official project overview](https://rtelab.com/harmony-vr/) - [RTE Lab — Harmony VR project article](https://rtelab.com/2026/05/28/vr-for-autism-therapy-with-harmony-vr-ready-for-clinics-now/) - [RTE Lab — design approach](https://rtelab.com/2026/05/27/inside-rte-lab-vr-design-for-adhd-and-autism-that-puts-people-first/) - [RTE Lab — Harmony VR on LinkedIn](https://www.linkedin.com/posts/rte-lab_mixedreality-asd-digitalhealth-activity-7371076264893263872-kB7X/) ### Moon Drilling Video Render Source: https://pawelczebreszuk.com/projects/moon-drilling-video-render/ Category: Contract / Unreal Engine / nDisplay Role: Virtual Multimedia Contractor Latest confirmed contribution: 2024-08-26 An Unreal Engine lunar drilling cinematic combining nDisplay, Sequencer, animation, rover motion, Niagara effects, and final render production. #### Overview: A lunar drilling scene built for a real-time presentation. Moon Drilling Video Render is a short Unreal Engine lunar scene built around an astronaut, drilling activity, and a set of rovers. The main render presents the finished cinematic, while the companion video shows the same scene across an nDisplay display layout. As a Virtual Multimedia Contractor, I developed the real-time presentation and cinematic work during August 2024. I configured the nDisplay setup, assembled the scene in Sequencer, prepared the render output, and integrated the animation, vehicle, effect, environment, and physics work that supports the sequence. I also created rover and character animation for the presentation. I used AI-assisted animation tooling to generate source motion, refined and cleaned the animation in Cascadeur, then retargeted it to the astronaut rig and placed it in the final sequence. #### Technical deep dive: Configuring a scene for screens and cinematic output. I configured the Unreal Engine project for nDisplay and created the dedicated display configuration used by the presentation. The project also contains the Sequencer timeline and Movie Render Queue settings I prepared to iterate on the cinematic and produce the final render. For the lunar scene, I integrated the landscape and sky presentation, set lunar gravity, and kept the map and level sequence aligned as the scene evolved. I built rover movement around a spline, integrated the rover arm in its Blueprint, and updated the sequence as the vehicle animation changed. My character-animation work included an IK Rig and retargeter between root-motion source animation and the astronaut rig. I also integrated a Niagara drilling effect and timed it with the scene, bringing the drilling action, animation, and render sequence together. Project-wide technologies: Unreal Engine 5, nDisplay, Sequencer, Movie Render Queue, Blueprints, Niagara, Animation retargeting #### Personal contribution ##### nDisplay configuration Configured Unreal Engine nDisplay for the rover simulator and prepared the dedicated display configuration used by the presentation. Demonstrated skills: Unreal Engine 5, nDisplay, Real-time display systems ##### Cinematic assembly & final rendering Assembled and iterated on the Moon Rover sequence in Sequencer, configured Movie Render Queue output, and maintained the scene through final render updates. Demonstrated skills: Sequencer, Movie Render Queue, Cinematic workflows, Render configuration ##### Character animation retargeting & cleanup Generated source character motion with AI-assisted animation tooling, refined it in Cascadeur, then retargeted root-motion animation to the astronaut rig with Unreal Engine IK tools and integrated the result in the sequence. Demonstrated skills: Animation retargeting, Unreal IK Rig, Root motion, Cascadeur, AI-assisted animation ##### Rover motion & Blueprint integration Created rover movement along a spline, updated rover animation, and integrated the rover arm into its Blueprint before bringing the changes into the cinematic sequence. Demonstrated skills: Unreal Blueprints, Spline movement, Vehicle animation, Sequence integration ##### Lunar scene & physics setup Integrated the moon landscape and sky presentation, set the project gravity for the lunar setting, and updated maps and level-sequence content as the scene took shape. Demonstrated skills: Level assembly, Environment integration, Physics settings, Unreal Engine maps ##### Drilling effects Integrated a Niagara drilling particle effect and connected its timing to the astronaut and rover action in the final sequence. Demonstrated skills: Niagara, Particle effects, Effect timing, Cinematic polish #### Public references - [Moon rover video Unreal render](https://www.youtube.com/watch?v=rCm3g8p4_jY) - [UE Moon Drilling nDisplay Render](https://www.youtube.com/watch?v=IIqR-LithXg) ### Yupitergrad 2: The Lost Station Source: https://pawelczebreszuk.com/projects/yupitergrad-2/ Category: Gamedust / Unity / VR Role: Senior Unity Developer Latest confirmed contribution: 2023-07-20 Level-building tools, an interactive station map, enemy behavior, and FMOD audio systems for a VR adventure built around exploration. #### Overview: The tools and systems behind a connected station. Yupitergrad 2: The Lost Station expands the series into a VR Metroidvania: a connected space station with grappling traversal, robot encounters, environmental puzzles, and equipment that opens new routes. As a Senior Unity Developer at Gamedust, I worked on the game from November 2021 to July 2023. My main focus was production tooling and map systems: helping build the station, generate its map, and make exploration readable in VR. My contributions also included flying-enemy behavior, equipment animation integration, gameplay pause handling, and audio programming. In the separate FMOD project, I authored and organized audio events, configured mixing, and supported dialogue and music integration. #### Technical deep dive: From level authoring to navigation and feedback. I developed Unity Editor tools for connecting modular level sections and preserving prop placement as layouts changed. Scene handles, visual previews, prefab support, and undo handling made these tools part of the level-production workflow. I also built map preview and batch-generation tools to inspect and rebuild map assets as the station evolved. For the player-facing map, I worked on section discovery, neighboring areas, passage states, points of interest, and player position. I developed map movement, rotation, and recentering controls, and integrated map mode with gameplay pause and camera behavior. Mesh preparation and combining supported the map’s visual representation. My audio work connected FMOD to game and level lifecycles, including bank loading, event playback, music selection, and dialogue callbacks. I adapted the integration around the project’s needs and worked on native callback data handling and cleanup. I also connected flying-enemy behavior-tree tasks with 3D navigation, target tracking, and firing conditions. Project-wide technologies: Unity, C#, Editor tooling, 3D maps, FMOD, Addressables, NodeCanvas, Mercuna, VR interaction #### Personal contribution ##### Modular level-building tools Created and developed tools for connecting and aligning reusable level sections. Implemented scene handles, connection visualization, and prop attachment behavior so layout changes preserved the relationship between sections and their contents. Demonstrated skills: Unity Editor, EditorTool API, Scene handles, Modular level tooling, Spatial transforms ##### Map generation & asset preparation Built and refined map-generation workflows using level content, simplified geometry, passage markers, and points of interest. Added batch rebaking with level selection and worked on mesh combining and outline integration for map assets. Demonstrated skills: Mesh processing, Batch asset generation, Editor automation, AssetDatabase, Rendering integration ##### Exploration & map state Implemented and refined map-section detection, discovery, neighboring-section reveal, and passage visibility. Connected level relationships and runtime exploration state with the map’s visual feedback and points of interest. Demonstrated skills: 3D map systems, Graph relationships, Exploration state, Event-driven programming, ScriptableObjects ##### VR map controls Developed map positioning, rotation, player indication, and recentering. Iterated on controller-based interaction and prototyped tracked-hand manipulation, then refined the map’s behavior across level transitions and camera changes. Demonstrated skills: VR input, 3D interaction, Coordinate spaces, Quaternion rotation, Interaction prototyping ##### Map preview & scene navigation Created a map preview tool inside the Unity Editor, with visual level selection, scene navigation, and controls for inspecting different map parts. Refined its materials, visual cues, and behavior during editor and play-mode transitions. Demonstrated skills: Editor UI, Scene visualization, Debug tooling, Editor lifecycle, Material management ##### Prefab editing & placement utilities Developed object-mirroring tools with previews and transform controls, added scale-rounding utilities, and improved undo behavior when reconnecting level sections and their props. Worked on tools across multiple open scenes. Demonstrated skills: Prefab workflows, Undo support, Transform tooling, Gizmos, Multi-scene editing ##### Flying-enemy behavior & navigation Developed early flying-enemy behavior using NodeCanvas tasks and Mercuna 3D navigation. Worked on patrol routes, target tracking, aiming checks, firing behavior, physics-based rotation, and visual debugging of combat behavior. Demonstrated skills: Game AI, Behavior trees, NodeCanvas, Mercuna integration, 3D navigation, Physics control ##### Equipment animation & gameplay feedback Refined grappling-tool animation and integrated weapon switching and firing with animation parameters and gameplay states. Connected equipment and environment interactions to sound feedback. Demonstrated skills: Animation integration, Animator parameters, State machines, Equipment systems, Gameplay feedback ##### FMOD integration & audio lifecycle Adapted and extended FMOD integration into a reusable audio service. Worked on Addressables-backed bank loading, event emitters, audio parameters, pause behavior, and cleanup as gameplay and scenes changed. Demonstrated skills: FMOD integration, Addressables, Asynchronous asset loading, Audio lifecycle, C# services ##### Music selection & dialogue playback Implemented music playback and selection driven by level entry, zones, combat, and game-state conditions. Developed FMOD dialogue playback and refined native callback handling, playback notifications, and resource cleanup. Demonstrated skills: Adaptive music, Dialogue systems, Native interop, Callback handling, Resource management ##### FMOD event authoring & mixing Authored and refined sound events for equipment, machinery, water, and combat cues. Organized audio banks and mixer routing, adjusted reverb and event priorities, and configured music fades and a localized dialogue audio table. Demonstrated skills: FMOD Studio, Audio event authoring, Mixer routing, Reverb, Audio banks, Dialogue asset workflows ##### Pause integration & rendering maintenance Coordinated map pause with physics, equipment, audio, and pooled gameplay objects. Refined camera settings and map visibility, combined map geometry, and maintained occlusion data and collision setup as levels changed. Demonstrated skills: Gameplay lifecycle, Dependency injection, Object pooling integration, Camera control, Occlusion culling, VR optimization #### Public references - [Yupitergrad 2 on Steam](https://store.steampowered.com/app/1969000/Yupitergrad_2_The_Lost_Station/) - [Yupitergrad 2 on PICO](https://www.picoxr.com/global/games/yupitergrad-2) - [Yupitergrad 2 on Meta Quest](https://www.meta.com/experiences/yupitergrad-2-the-lost-station/4446075785447064/) - [Yupitergrad 2 on SideQuest](https://sidequestvr.com/app/8851/yupitergrad-2-the-lost-station) - [Gamedust — official project page](https://gamedust-studio.itch.io/yupitergrad-2-the-lost-station) - [Gamedust — official launch trailer](https://www.youtube.com/watch?v=AEQH_eqBE3E) ### Yupitergrad Source: https://pawelczebreszuk.com/projects/yupitergrad/ Category: Gamedust / Unity / VR Role: Unity Developer · Main designer Latest confirmed contribution: 2021-10-08 Grappling locomotion, game and level design, modular challenges, VR calibration, audio systems, and production tools — from the first prototype through post-launch updates. #### Overview: Building a game around the joy of swinging. Yupitergrad is Gamedust’s VR adventure set inside a stylized industrial space station. Grappling tools turn its corridors, machinery, and obstacle courses into a playground for momentum and spatial problem-solving. As a Unity Developer and the main designer, I worked across gameplay programming, level creation, audio integration, and production polish. My contribution to the first game spans October 2019–October 2021, from early player mechanics through later content updates. My work also covered controller calibration, modular obstacle assembly, Time Attack menus, reusable content tools, and runtime optimization. I developed features for playing the game and tools for building and maintaining its levels. #### Technical deep dive: Developing the interaction and the tools around it. I developed grappling behavior through explicit interaction states, player physics, and audiovisual feedback. Controller calibration and saved settings supported adjustment of the tools, while Time Attack flow connected level completion with retry, next-level, and menu actions. For content production, I built editor utilities and batch occlusion-baking workflows, and developed modular obstacle assembly with pooled assets. My optimization work included allocation reduction, cached collision-audio lookup, shader-parameter updates, mesh baking, and static batching. Project-wide technologies: Unity, C#, VR locomotion, FMOD, Level design, Editor tooling, Object pooling, Rendering optimization #### Personal contribution ##### Grappling locomotion & player mechanics Implemented the early grappling-hook and player systems, then developed attachment behavior, recoil, and interaction feedback. Connected player forces with hook states, sound, particles, and haptics. Demonstrated skills: Unity, C#, VR locomotion, Physics, State machines ##### Controller calibration & settings Added user-adjustable grappling-tool rotation calibration, controller offsets, settings UI, and persistence of calibration values. Refined input behavior and controller feedback. Demonstrated skills: VR input, Controller calibration, Settings persistence, Haptics ##### Game design & level creation Worked as the main designer and created and refined campaign and Time Attack levels. Developed obstacle layouts, traversal challenges, and progression order, then iterated on playability and difficulty. Demonstrated skills: Game design, Level design, Difficulty progression, Gameplay iteration ##### Modular challenges & asset pooling Developed Gymnasion level assembly and obstacle setup from reusable segments. Worked on loading challenge configurations, cleaning up previous layouts, and spawning and returning obstacle assets through a pool. Demonstrated skills: Modular level systems, Object pooling, Content configuration, Asset lifecycle ##### Time Attack flow & menus Implemented level-completion navigation with retry, next-level, and return-to-menu actions. Worked on game-mode menus, special-event selection, and the connection between level flow and player-facing UI. Demonstrated skills: Gameplay flow, UI programming, Event-driven interaction, Game-mode integration ##### FMOD & collision audio Integrated hook, environment, and collision sounds, including feedback driven by surface types and movement intensity. Refined collision-audio lookup and arranged music across Time Attack content. Demonstrated skills: FMOD, Interactive audio, Collision feedback, Audio integration ##### Level-production editor tools Created prefab-aware duplication and scene-navigation utilities, with selection and undo handling. Developed tools for segment setup and recurring scene-editing tasks. Demonstrated skills: Unity Editor, Editor extensions, Prefab workflows, Undo support, Content tooling ##### Occlusion baking & rendering optimization Built a batch occlusion-baking tool for campaign and Time Attack scenes. Worked on culling data, mesh baking, static batching, and rendering setup for level packs and special-event assets. Demonstrated skills: Occlusion culling, Batch processing, Mesh baking, Static batching, VR optimization ##### Lighting & shader integration Refactored and optimized custom point-light integration, including shader-parameter updates. Worked on material setup and visual configuration across scenes. Demonstrated skills: Rendering integration, Shader parameters, Lighting tools, Material configuration ##### Runtime allocation & asset management Reduced repeated collection allocation in gameplay-effect handling and refined pooled-asset behavior. Worked on asset configuration and runtime fixes supporting VR content updates. Demonstrated skills: C# optimization, Allocation reduction, Collection management, Asset management #### Public references - [Yupitergrad on Steam](https://store.steampowered.com/app/1352020/Yupitergrad_Virtual_Reality_Adventure/) - [Yupitergrad on Meta Quest](https://www.meta.com/experiences/yupitergrad/3622969487764448/) - [Yupitergrad on SideQuest](https://side.quest/app/4147/yupitergrad) - [Gamedust — Next Challenges update](https://gamedust-studio.itch.io/yupitergrad-sneaki-peaki/devlog/255377/-next-challenges-update-is-here-) ### CarIsHand Prototype Source: https://pawelczebreszuk.com/projects/car-is-hand-prototype/ Category: Gamedust / Unity / VR game jam Role: Game Jam Developer Latest confirmed contribution: 2021-08-12 A VR endless-driving prototype where the position of the player’s hand guides a car across a procedurally assembled road. #### Overview: Turning hand position into the steering wheel. CarIsHand Prototype is an internal Gamedust game-jam experiment: an endless driving game in which the player guides a small car by moving their hand over the road. I developed the Unity prototype from June to August 2021 alongside a 3D artist. My work covered the core hand-controlled driving interaction, the endless road and obstacle loop, timed gameplay, and the audiovisual feedback that makes the vehicle feel connected to the player. The supplied gameplay recording is the project’s only public visual. It shows the hand-guided car, the moving road, obstacles, timer, and distance readout in play. #### Technical deep dive: A tracked hand, a moving road, and a repeatable game loop. The interaction starts from a tracked hand transform and a road-proximity check. When the active hand is over the road, its position updates the car’s target track position; the vehicle smooths toward that target, turns its wheels, and reacts when the hand leaves the surface. I also connected controller selection and haptic pulses to the interaction state. The course is assembled from reusable road chunks. The runtime moves active chunks past the player, returns old sections to pools, and chooses weighted replacement chunks while respecting vertical road limits. Configurable props and obstacle variants keep repeated sections from looking identical. The game loop combines a countdown, travelled distance, time-extending collectables, obstacle penalties, and feedback. I connected vehicle state and gameplay events to FMOD parameters, collision and attachment effects, and particle feedback. Process: Tracked-hand input → Road proximity & car target → Pooled course chunks → Timer, obstacles & feedback Project-wide technologies: Unity, C#, VR interaction, Hand-controlled input, Procedural generation, Object pooling, FMOD #### Personal contribution ##### Hand-controlled vehicle interaction Developed the tracked-hand road interaction that guides the car. Implemented road detection, attachment and detachment states, bounded steering input, controller selection, and haptic response. Demonstrated skills: Unity, C#, VR interaction, Hand-controlled input, XR Interaction Toolkit, Haptics & feedback ##### Vehicle movement & responsiveness Built the car-control behavior that follows the tracked target, updates steering and wheel presentation, adapts movement to road speed, and responds to collision and loss of road contact. Demonstrated skills: Vehicle controls, Motion smoothing, Coordinate spaces, Gameplay feedback ##### Endless-road generation Created the reusable road-chunk flow: weighted selection, snap-based placement, elevation constraints, despawning, pooling, and randomized props and obstacle variants. Demonstrated skills: Procedural generation, Object pooling, Prefab workflows, Randomized content, Level assembly ##### Gameplay loop & progression Implemented the timed run, distance tracking, time collectables, obstacle penalties, start and reset flow, and the connection between game state and player-facing timer feedback. Demonstrated skills: Gameplay programming, Timer systems, Collectables, Collision systems, Game-state flow ##### Audio, particles & tactile feedback Integrated FMOD-driven vehicle and gameplay feedback, including speed-linked parameters, engine and collision sounds, attachment effects, particles, and controller haptics. Demonstrated skills: FMOD, Interactive audio, Particle effects, Haptics, Audiovisual feedback #### Public references - [CarIsHand Prototype — gameplay recording](https://www.youtube.com/watch?v=LeyicppSqL8) ### Spuds Unearthed Source: https://pawelczebreszuk.com/projects/spuds-unearthed/ Category: Gamedust / Unity / VR strategy Role: Unity Developer Latest confirmed contribution: 2019-07-15 Unity development for a hands-on VR action-strategy game about commanding Spud squads, assembling turret defenses, and expanding across planets. #### Overview: A tactile VR strategy game where base building meets the battlefield. Spuds Unearthed is Gamedust’s VR action-strategy game about recruiting potato-like Spuds, building units and vehicles, assembling turret defenses, and expanding across planets. It released on PC in 2019 and later on PlayStation VR. I worked as a Unity Developer at Gamedust from August 2018 to July 2019. My contribution centered on VR interaction and game-facing systems: player hand and controller presentation, physical turret configuration, runtime audio feedback, home-planet progression views, tutorial prompts, and platform and rendering work. The project let a strategy layer feel physical: players could operate the game’s systems from within the world, while the home planet made growth, upgrades, and the next destination visible in the VR space. #### Technical deep dive: Making systems readable and tactile in VR. I developed and refined the early player hand and controller-avatar setup, then worked on interaction flows around modular turret assembly, selection, and component slots. The goal was to make configuration legible through direct VR actions rather than a detached menu alone. For the home planet, I worked on progression and presentation systems including Spud population and experience feedback, homes, totems, gates, defenses, and the connection between the planet and the player’s ship. I also refined device-aware tutorial prompts and localized tooltip content so onboarding could adapt to the player’s VR hardware. My production work also included runtime FMOD audio refinement for music state, spatial effects, turret fire, projectiles, collisions, and feedback. Later work covered the migration and configuration of Unity’s Lightweight Render Pipeline, occlusion setup, and PSVR/PS4-oriented project settings. Project-wide technologies: Unity, C#, VR interaction, VRTK, FMOD, Lightweight Render Pipeline, PSVR #### Personal contribution ##### Unity & C# game systems Developed gameplay-facing Unity systems across interaction, presentation, progression, and production maintenance in a large shared VR codebase. Demonstrated skills: Unity, C#, Runtime systems ##### VR hand & controller integration Developed the early player hand and controller-avatar setup, then refined direct controller interaction used by the project’s in-world systems. Demonstrated skills: VR interaction, VRTK, Controller avatars, Hand interaction ##### Modular turret configuration Implemented and iterated on turret assembly, selector, and component-slot flows, connecting physical configuration with combat-facing systems. Demonstrated skills: Interaction systems, Modular configuration, State management ##### Combat feedback integration Connected turret and projectile actions with runtime state and player-facing feedback, helping the physical strategy layer read clearly during battle. Demonstrated skills: Combat systems, Gameplay feedback, Event-driven programming ##### Home-planet progression Developed home-planet progression views and presentation for Spud population and experience, homes, totems, gates, defenses, and planet-to-ship state changes. Demonstrated skills: Game state, Progression systems, Unity UI ##### Animation & visual presentation Worked on global animation timing and integrated animation controllers used to present interactive homes, facilities, and world-state changes. Demonstrated skills: Animation integration, Animator controllers, Visual feedback ##### Runtime FMOD audio Refined runtime FMOD handling and connected music state, spatial effects, turret fire, projectiles, collisions, and interactive feedback. Demonstrated skills: FMOD, Spatial audio, Interactive audio ##### Localized onboarding Built and refined localized tutorial tooltips, controller-specific prompts, and related onboarding presentation for different VR devices. Demonstrated skills: VR onboarding, Localization, Device-aware UI ##### Lightweight Render Pipeline migration Migrated and configured project content for Unity’s Lightweight Render Pipeline, adapting rendering assets, materials, shaders, and scene presentation. Demonstrated skills: Lightweight Render Pipeline, Shader integration, Rendering configuration ##### Optimization & PSVR platform support Worked on occlusion setup and supported PSVR/PS4-oriented project, navigation, graphics, and XR configuration. Demonstrated skills: VR optimization, Occlusion culling, PSVR, XR configuration #### Public references - [Spuds Unearthed on Steam](https://store.steampowered.com/app/909570/Spuds_Unearthed/) - [Spuds Unearthed on PlayStation Store](https://store.playstation.com/en-us/product/UP4818-CUSA16246_00-GD000004SPUNPSVR) - [Spuds Unearthed on SideQuest](https://sidequestvr.com/app/4149/spuds-unearthed) - [Spuds Unearthed trailer](https://www.youtube.com/watch?v=QOyD53Opn2k) - [Turrets Sounds and interactions 2](https://www.youtube.com/watch?v=ks4pSKJM6kk) - [Celavra — authorized screenshots](https://celavra.com/) ### Neverout Source: https://pawelczebreszuk.com/projects/neverout/ Category: Gamedust / Unity / Cross-platform VR puzzle Role: Unity Developer Latest confirmed contribution: 2018-12-21 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. #### Overview: A puzzle room where every wall can become the floor. Neverout is Gamedust’s first-person puzzle game about escaping a succession of compact cube chambers. Rotating the room changes gravity, turning walls into floors and making the position of boxes, traps, portals, and exits part of each solution. The released game supports both standard and VR play. I worked as a Unity Developer on Neverout from November 2015 through December 2018. My work began with the game-facing movement, interaction, feedback, and comfort systems, then expanded into the sustained adaptation work needed to bring the experience to different VR devices and PlayStation VR. That made the project a formative cross-platform exercise: retain the puzzle’s readable, comfortable feel while adapting controllers, headset lifecycle, menus, platform services, build settings, and rendering choices to each target. #### Technical deep dive: Adapting a physical puzzle for very different VR targets. I developed and refined the systems that make the gravity-shift mechanic understandable in first person: player movement and fall handling, possible-direction and path feedback, interactive-object highlighting, room rotation, and comfort-mode presentation. These systems connected puzzle state, physics-facing events, input, and visual feedback so players could plan a move before committing to it. A major part of my later work was platform adaptation. I integrated and updated device-specific VR setup and input behavior for Oculus Go and Gear VR, Pico, PlayStation VR, Vive, and Viveport; this included controller detection and help, recentering, camera and splash-screen behavior, mode selection, and device-aware UI flows. I also supported PlayStation release requirements with trophy/event integration, regional platform settings, and PSVR configuration. Alongside the ports, I optimized shaders, materials, models, prefabs, project settings, code stripping, and preload behavior, while resolving rendering and lifecycle issues exposed by headset and platform changes. Project-wide technologies: Unity, C#, VR porting, Cross-platform development, PSVR, Oculus Go, Pico VR, Vive, Optimization #### Personal contribution ##### Gravity-shift puzzle gameplay Developed and refined the player movement, falling, room-rotation, and puzzle-state behavior behind the game’s changing-gravity rooms. Demonstrated skills: Unity, C#, Puzzle gameplay, Gameplay state machines, Physics interactions ##### Movement planning & interaction feedback Built visual guidance for possible movement and player paths, and refined interactive-object highlighting, pointers, and feedback so actions remained legible inside the cube. Demonstrated skills: Interaction design, Visual feedback, Path visualization, VR UI ##### Comfort-focused VR interaction Worked on comfort-mode presentation, teleport visibility, controller recentering, splash-screen input states, and related camera behavior for a more stable VR experience. Demonstrated skills: VR comfort, Teleportation, Controller recentering, Camera systems ##### Cross-platform VR porting Adapted Neverout’s VR setup, lifecycle, input, scenes, and device presentation for Oculus Go and Gear VR, Pico, PlayStation VR, Vive, and Viveport. Demonstrated skills: VR porting, Cross-platform development, Oculus Go, Gear VR, Pico VR, PSVR, Vive ##### Controller input & device adaptation Implemented and refined platform-aware controller handling, rotation detection, touchpad and menu input, controller presentation, and headset-specific help flows. Demonstrated skills: Input systems, Controller support, Device detection, VR onboarding ##### PlayStation platform integration Implemented PlayStation VR configuration and mode handling, trophy/event integration, regional platform settings, and release-facing presentation updates. Demonstrated skills: PSVR, Platform services, Achievement systems, Build configuration ##### Rendering & runtime optimisation Optimized shaders, materials, models, prefabs, scene configuration, code stripping, and preload behavior while addressing VR rendering and lifecycle issues. Demonstrated skills: VR optimization, Shader optimization, Asset optimization, Code stripping, Prefab optimization ##### Localized guidance & menu flow Updated localized text and translations alongside controller help, VR/non-VR mode selection, menu navigation, and splash-screen presentation. Demonstrated skills: Localization, Localized UI, Menu systems, Player onboarding #### Public references - [Neverout on Steam](https://store.steampowered.com/app/579720/Neverout/) - [Neverout on PlayStation Store](https://store.playstation.com/en-tr/concept/229204) - [Neverout on Nintendo eShop](https://www.nintendo.com/us/store/products/neverout-switch/) - [Neverout on Xbox](https://www.xbox.com/en-US/play/games/neverout/9N0DQP52TH6V) - [Neverout on SideQuest](https://sidequestvr.com/app/4148/neverout) - [Neverout — PSVR announcement trailer](https://www.youtube.com/watch?v=aNZ8l49EUBg) ### Overflight Source: https://pawelczebreszuk.com/projects/overflight/ Category: Gamedust / Unity / VR Role: Unity Developer Latest confirmed contribution: 2018-08-09 Single-player mission development, aircraft dashboards, VR cockpit controls, mission flow, and flight-game UI for a World War II aerial-combat experience. #### Overview: Building flight interaction and a mission around the cockpit. Overflight is a World War II-inspired VR aerial-combat game from Gamedust, built around cockpit flying and dogfighting. It combines flight action with player-controlled aircraft systems and a campaign mission flow. As a Unity Developer, I worked on the project from August 2017 to August 2018. My work reached beyond the first single-player mission: I developed aircraft dashboards and player-facing menus, built match and aircraft-selection UI, and worked on free-flight and AI-match flows. For the first mission, I built and iterated on the sequence of objectives, checkpoints, timed and spatial failure cases, transitions, fog, start presentation, and cockpit interactions. I later extended the cockpit for 6DoF hand controllers with interactive levers, buttons, highlighting, audio feedback, throttle behavior, and two-hand input-stick handling. #### Technical deep dive: From aircraft readouts to mission-state feedback. I created reusable aircraft readouts and dashboard components, then integrated cockpit instrumentation for the Spitfire, Messerschmitt, and Beechcraft. The work connected in-world indicators such as the artificial horizon, heading, gyroscope, and engine-related readouts with each aircraft’s runtime state and prefab setup. Mission one was assembled as a sequence of objective and failure-state components. I added checkpoint support, stabilization and cockpit interaction objectives, timed, altitude, direction, and look-at constraints, then kept their scene presentation, dialogue timing, and transitions aligned with the mission flow. For later VR hardware, I built an interaction layer for 6DoF cockpit controls. It covered hand-operated buttons and levers, visual highlighting, lever sounds, throttle inertia, controller-aware input behavior, and two-hand handling of the aircraft stick. I also worked on subtitle presentation so narrative text remained readable as the player looked around the cockpit. Project-wide technologies: Unity, C#, VR interaction, 6DoF controllers, Mission scripting, Cockpit systems, Oculus SDK, VRTK #### Personal contribution ##### Mission one structure & pacing Built and iterated on the first single-player mission’s objective sequence, checkpoints, timed and spatial failure states, progression timing, scene transitions, fog presentation, and start-screen flow. Demonstrated skills: Mission scripting, Objective systems, Checkpoint systems, Gameplay pacing, Scene management ##### Cockpit dashboards & aircraft integration Created reusable aircraft readouts and cockpit dashboard components, then integrated instrumentation for multiple aircraft. Worked on the artificial horizon, heading and gyroscope indicators, engine-related readouts, prefabs, and aircraft state integration. Demonstrated skills: Unity, C#, Cockpit systems, In-world UI, Prefab integration, Flight instrumentation ##### 6DoF cockpit controls Developed cockpit buttons and levers for hand controllers, including an interaction base, highlighting, sound feedback, throttle control with inertia, hand poses, controller input behavior, and two-hand handling for the Beechcraft stick. Demonstrated skills: VR interaction, 6DoF controllers, VRTK, Hand interaction, Haptics & feedback, Physics-based controls ##### Lobby, aircraft selection & match UI Created the lobby scene, aircraft-selection flow, player-facing match UI, and AI match options. Also worked on free-flight presentation and the UI connection between game modes and gameplay state. Demonstrated skills: Unity UI, Menu systems, Match configuration, Aircraft selection, Event-driven programming ##### Mission interaction & feedback Implemented and refined cockpit interaction objectives, warning and fail-case feedback, aircraft damage and engine-state reactions, and mission-specific environment and audio cues. Demonstrated skills: Interaction design, Gameplay feedback, State-driven systems, Audio integration, Mission polish ##### VR narrative presentation Worked on campaign subtitle presentation, including text rotation behavior for changing player view direction, and connected mission start and dialogue presentation with the cockpit experience. Demonstrated skills: VR UI, Subtitles, Narrative systems, Spatial presentation, Player comfort #### Public references - [Overflight — Gear VR Vault](https://vault.gearvr.net/app/overflight/) - [Overflight — The VR Grid review](https://www.thevrgrid.com/overflight/) - [Overflight — WW2Aircraft.net discussion](https://ww2aircraft.net/forum/threads/overflight-gear-vr-game.45793/) - [Overflight — game trailer](https://www.youtube.com/watch?v=yEehqLHdOr8) - [Overflight — Mission One recording](https://www.youtube.com/watch?v=cbj1L8FlJFc)