Gravity-shift puzzle gameplay
Developed and refined the player movement, falling, room-rotation, and puzzle-state behavior behind the game’s changing-gravity rooms.
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.

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.
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.
Tools and disciplines behind the project.
Developed and refined the player movement, falling, room-rotation, and puzzle-state behavior behind the game’s changing-gravity rooms.
Built visual guidance for possible movement and player paths, and refined interactive-object highlighting, pointers, and feedback so actions remained legible inside the cube.
Worked on comfort-mode presentation, teleport visibility, controller recentering, splash-screen input states, and related camera behavior for a more stable VR experience.
Adapted Neverout’s VR setup, lifecycle, input, scenes, and device presentation for Oculus Go and Gear VR, Pico, PlayStation VR, Vive, and Viveport.
Implemented and refined platform-aware controller handling, rotation detection, touchpad and menu input, controller presentation, and headset-specific help flows.
Implemented PlayStation VR configuration and mode handling, trophy/event integration, regional platform settings, and release-facing presentation updates.
Optimized shaders, materials, models, prefabs, scene configuration, code stripping, and preload behavior while addressing VR rendering and lifecycle issues.
Updated localized text and translations alongside controller help, VR/non-VR mode selection, menu navigation, and splash-screen presentation.