VR Game Developer at BMAD (since Nov 2023-present)
Game: Sogen
Genere: VR, Multiplayer, Puzzle, Open world
Team size: 20 - 4 developer
My Tasks:
Developed a custom AI knowledge system integrated with OpenAI tools (Whisper, ChatGPT, Wit)
Built multiplayer networking solutions using C#, RPC, Google Cloud, and Photon API
Designed an in-game progress dashboard and HUD UI
Created an 8K-360 video streaming and decoding system
Leveraged Git, Visual Studio, Teams, and Asana for collaborative development and project management
Supported the QA team and maintained well-documented code for consistency and ease of updates
Multiplayer Progress Dashboard
Developed a multiplayer dashboard that tracks game progress by displaying gathered objects and visited locations. Key features include:
Location Markers: Each location is represented by a sphere, indicating areas explored by players or teammates.
Object Collection: Tracks objects collected throughout gameplay by players or team members.
Interactive Gaze Scanning: Allows players to interact with the dashboard using gaze-based scanning.
Mode Activation: Enables activation of different dashboard modes for enhanced functionality and display customization.
VR UI Customization System with Curved UI
In VR, traditional flat UIs are not effective, so I implemented a curved UI system by rendering the interface onto a mesh. This approach required a unique interaction model, as conventional clicking does not function as with standard UIs. Key features include:
UI Customization: Allows players to move, rotate, scale, and apply different skins to the UI, with settings saved for the duration of the play session.
Interaction Mechanisms: Initially developed with VR controllers, later upgraded to enable fingertip interactions for enhanced precision.
This system enhances VR immersion by adapting the UI’s shape and interaction style to fit VR environments naturally.
HUD Designing system monetization VR
Shader effect for videos on texture c# hlsl
Material Shader Effect Slot inventory effect
Tick-Based VR Game with Inertial Drone Movement
Developed a tick-based VR game featuring drones whose movement responds to inertial forces and resistance. The drones’ actions, hits, and animations are dynamically influenced by these physical forces, creating a realistic and immersive experience.
VR Sculpting with Mesh Deformation and Human Hand Interaction (2021-2023)
In pursuit of VR sculpting with natural hand interaction, I tackled significant memory challenges by diving deeply into mesh deformation. I developed a custom deformation system in pure C#, applying movement to each vertex of an object upon interaction. This involved simulating spring-like motion at the point of interaction, with each vertex’s response based on its distance from the action point over time.
Initially, this approach was memory-intensive. To optimize, I experimented with Entity Component System (ECS), using 10,000 small objects to create a responsive environment, later exploring fluid-like simulation for more realistic sculpting behavior.