Unity & C# game systems
Developed gameplay-facing Unity systems across interaction, presentation, progression, and production maintenance in a large shared VR codebase.
Unity development for a hands-on VR action-strategy game about commanding Spud squads, assembling turret defenses, and expanding across planets.

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.
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.
Tools and disciplines behind the project.
Developed gameplay-facing Unity systems across interaction, presentation, progression, and production maintenance in a large shared VR codebase.
Developed the early player hand and controller-avatar setup, then refined direct controller interaction used by the project’s in-world systems.
Implemented and iterated on turret assembly, selector, and component-slot flows, connecting physical configuration with combat-facing systems.
Connected turret and projectile actions with runtime state and player-facing feedback, helping the physical strategy layer read clearly during battle.
Developed home-planet progression views and presentation for Spud population and experience, homes, totems, gates, defenses, and planet-to-ship state changes.
Worked on global animation timing and integrated animation controllers used to present interactive homes, facilities, and world-state changes.
Refined runtime FMOD handling and connected music state, spatial effects, turret fire, projectiles, collisions, and interactive feedback.
Built and refined localized tutorial tooltips, controller-specific prompts, and related onboarding presentation for different VR devices.
Migrated and configured project content for Unity’s Lightweight Render Pipeline, adapting rendering assets, materials, shaders, and scene presentation.
Worked on occlusion setup and supported PSVR/PS4-oriented project, navigation, graphics, and XR configuration.