[PROJECT FILE] Gamedust / Unity / VR

Yupitergrad

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

FOCUS
Unity Developer · Main designer
LATEST CONTRIBUTION
TECHNOLOGIES
Unity / C# / VR locomotion
PROJECT INDEX
04 / 10
Next Challenges — official update trailer — video preview
Next Challenges — official update trailerWatch on YouTube ↗

[01] Project overview

Building a game around the joy of swinging.

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.

[02] Technical deep dive

// UNDER THE HOOD

Developing the interaction and the tools around it.

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.

[03] Tech stack & skills

Tools and disciplines behind the project.

[04] Personal contribution

// 01

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.

  • Unity
  • C#
  • VR locomotion
  • Physics
  • State machines
// 02

Controller calibration & settings

Added user-adjustable grappling-tool rotation calibration, controller offsets, settings UI, and persistence of calibration values. Refined input behavior and controller feedback.

  • VR input
  • Controller calibration
  • Settings persistence
  • Haptics
// 03

Game design & level creation

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.

  • Game design
  • Level design
  • Difficulty progression
  • Gameplay iteration
// 04

Modular challenges & asset pooling

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.

  • Modular level systems
  • Object pooling
  • Content configuration
  • Asset lifecycle
// 05

Time Attack flow & menus

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.

  • Gameplay flow
  • UI programming
  • Event-driven interaction
  • Game-mode integration
// 06

FMOD & collision audio

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.

  • FMOD
  • Interactive audio
  • Collision feedback
  • Audio integration
// 07

Level-production editor tools

Created prefab-aware duplication and scene-navigation utilities, with selection and undo handling. Developed tools for segment setup and recurring scene-editing tasks.

  • Unity Editor
  • Editor extensions
  • Prefab workflows
  • Undo support
  • Content tooling
// 08

Occlusion baking & rendering optimization

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.

  • Occlusion culling
  • Batch processing
  • Mesh baking
  • Static batching
  • VR optimization
// 09

Lighting & shader integration

Refactored and optimized custom point-light integration, including shader-parameter updates. Worked on material setup and visual configuration across scenes.

  • Rendering integration
  • Shader parameters
  • Lighting tools
  • Material configuration
// 10

Runtime allocation & asset management

Reduced repeated collection allocation in gameplay-effect handling and refined pooled-asset behavior. Worked on asset configuration and runtime fixes supporting VR content updates.

  • C# optimization
  • Allocation reduction
  • Collection management
  • Asset management

[05] Project links & references