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.
Grappling locomotion, game and level design, modular challenges, VR calibration, audio systems, and production tools — from the first prototype through post-launch updates.

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.
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.
Tools and disciplines behind the project.
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.
Added user-adjustable grappling-tool rotation calibration, controller offsets, settings UI, and persistence of calibration values. Refined input behavior and controller feedback.
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.
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.
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.
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.
Created prefab-aware duplication and scene-navigation utilities, with selection and undo handling. Developed tools for segment setup and recurring scene-editing tasks.
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.
Refactored and optimized custom point-light integration, including shader-parameter updates. Worked on material setup and visual configuration across scenes.
Reduced repeated collection allocation in gameplay-effect handling and refined pooled-asset behavior. Worked on asset configuration and runtime fixes supporting VR content updates.