[PROJECT FILE] Gamedust / Unity / VR strategy

Spuds Unearthed

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

FOCUS
Unity Developer
LATEST CONTRIBUTION
TECHNOLOGIES
Unity / C# / VR interaction
PROJECT INDEX
05 / 10
Spuds Unearthed trailer — video preview
Spuds Unearthed trailerWatch on YouTube ↗

[01] Project 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.

[02] Technical deep dive

// UNDER THE HOOD

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.

[03] Tech stack & skills

Tools and disciplines behind the project.

[04] Personal contribution

// 01

Unity & C# game systems

Developed gameplay-facing Unity systems across interaction, presentation, progression, and production maintenance in a large shared VR codebase.

  • Unity
  • C#
  • Runtime systems
// 02

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.

  • VR interaction
  • VRTK
  • Controller avatars
  • Hand interaction
// 03

Modular turret configuration

Implemented and iterated on turret assembly, selector, and component-slot flows, connecting physical configuration with combat-facing systems.

  • Interaction systems
  • Modular configuration
  • State management
// 04

Combat feedback integration

Connected turret and projectile actions with runtime state and player-facing feedback, helping the physical strategy layer read clearly during battle.

  • Combat systems
  • Gameplay feedback
  • Event-driven programming
// 05

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.

  • Game state
  • Progression systems
  • Unity UI
// 06

Animation & visual presentation

Worked on global animation timing and integrated animation controllers used to present interactive homes, facilities, and world-state changes.

  • Animation integration
  • Animator controllers
  • Visual feedback
// 07

Runtime FMOD audio

Refined runtime FMOD handling and connected music state, spatial effects, turret fire, projectiles, collisions, and interactive feedback.

  • FMOD
  • Spatial audio
  • Interactive audio
// 08

Localized onboarding

Built and refined localized tutorial tooltips, controller-specific prompts, and related onboarding presentation for different VR devices.

  • VR onboarding
  • Localization
  • Device-aware UI
// 09

Lightweight Render Pipeline migration

Migrated and configured project content for Unity’s Lightweight Render Pipeline, adapting rendering assets, materials, shaders, and scene presentation.

  • Lightweight Render Pipeline
  • Shader integration
  • Rendering configuration
// 10

Optimization & PSVR platform support

Worked on occlusion setup and supported PSVR/PS4-oriented project, navigation, graphics, and XR configuration.

  • VR optimization
  • Occlusion culling
  • PSVR
  • XR configuration

[05] Project links & references