[PROJECT FILE] Gamedust / Unity / VR

Overflight

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

FOCUS
Unity Developer
LATEST CONTRIBUTION
TECHNOLOGIES
Unity / C# / VR interaction
PROJECT INDEX
07 / 10
Overflight — game trailer — video preview
Overflight — game trailerWatch on YouTube ↗

[01] Project 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.

[02] Technical deep dive

// UNDER THE HOOD

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.

[03] Tech stack & skills

Tools and disciplines behind the project.

[04] Personal contribution

// 01

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.

  • Mission scripting
  • Objective systems
  • Checkpoint systems
  • Gameplay pacing
  • Scene management
// 02

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.

  • Unity
  • C#
  • Cockpit systems
  • In-world UI
  • Prefab integration
  • Flight instrumentation
// 03

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.

  • VR interaction
  • 6DoF controllers
  • VRTK
  • Hand interaction
  • Haptics & feedback
  • Physics-based controls
// 04

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.

  • Unity UI
  • Menu systems
  • Match configuration
  • Aircraft selection
  • Event-driven programming
// 05

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.

  • Interaction design
  • Gameplay feedback
  • State-driven systems
  • Audio integration
  • Mission polish
// 06

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.

  • VR UI
  • Subtitles
  • Narrative systems
  • Spatial presentation
  • Player comfort

[05] Project links & references