VR Game Developer at BMAD (since Nov 2023-present)

Game: Sogen

Genere: VR, Multiplayer, Puzzle, Open world

Team size: 20 - 4 developer

My Tasks:


Dashboard Checking.mp4

Multiplayer Progress Dashboard

Developed a multiplayer dashboard that tracks game progress by displaying gathered objects and visited locations. Key features include:

UI curved with hands.mp4

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:

Sogen - HudDesigningScene - Windows, Mac, Linux - Unity 2022.3.12f1 _DX11_ 2024-08-19 15-55-46.mp4

HUD Designing system monetization VR


SHADER CONTROLLER.mp4

Shader effect for videos on texture c# hlsl

de materializing.mp4

Material Shader Effect Slot inventory effect 

Dashboard Check A.mp4
Dashboard.mp4
MP 1.mp4
drone.mp4

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.