Language(s)
C#, HLSL
Framework(s)
Autohand
Engine
Unity 6
Platform(s)
Meta Quest 3
Software
Visual Studio, Perforce

In 2024 I joined an unannounced studio as a generalist programmer. There, I worked on two projects, the first of which was a new VR title for Meta Quest 3. Set in the north of England during an "apocalypse of apathy" where people have plugged into the network to escape the terrible conditions of real life. You play as V scavenging the wasteland for what remains, collecting weapons and ammo in procedurally generated dungeons to fend off the hostile robots and human factions. You can go through the levels stealthily or guns-blazing. I was responsible for programming the enemy behaviour, some screen effects, the grey-box material, and the disarmable trip-wires and trapdoors.

The second project I worked on was an existing Multiplayer PCVR title that was to be recreated for the Quest 3. As part of that, I created an instant camera that could take and print photos in VR, and an interaction system that allowed the game's antagonist to trigger events as it patrolled the map. I reused some of the technology from the previous project to create a flash effect for the camera - note this is not a post-processing effect as those are too intense for the Quest's limited hardware. Part of my responisibilities for these projects was to create a rail camera that would go through the scene the same way each time, recording performance metrics so we could tell if a certain change caused a spike in frame times or memory usage.

One of the projects was featured in the video below: