Sandbox VR — RaceClub
- Integrated UI Toolkit into runtime menus and HUD systems, connecting interfaces to gameplay state and data-driven behaviour.
- Delivered gameplay features, cross-device input and feedback flows, and resolved VR state issues.
Evidence, with clear boundaries
Commercial game production, VR feature delivery and cross-platform technical ownership. Clients are named with permission; descriptions focus on my contributions without exposing confidential code, internal metrics or private product details.
Current contract engagements
Independent collaborations through Solid Code Interactive, from feature delivery to ongoing technical leadership.
Technical direction and hands-on delivery across Unity architecture, gameplay, networking, XR, tooling and the TypeScript web backend behind the product.
Public projects
Commercial, independent and academic projects with public attribution. Links lead to product or project pages outside this site.
Commercial Action-RPG work spanning gameplay systems, UI architecture, inventory and skills, narrative events, editor tooling and production issue resolution with design and QA. The game passed 10,000 Steam wishlists.
Mirror-based client-server multiplayer, online gameplay systems and custom HLSL toon and terrain rendering. New Game Designer 2020, 3rd Place Online.
NPC decision logic, state machines, steering behavior, reusable actions and scalable battle spawning. New Game Designer 2020, 1st Place Offline.
Computer Science thesis project: a rehabilitative AR application using spatial mapping, object pooling and gameplay that adapts to the geometry of the room.
Confidential client work
Additional NDA-safe examples of engineering scope. No private code, screenshots, repository links or distinctive internal metrics.
Owned architecture across desktop, WebGL and VR: gameplay, animation and IK, editor tools, LLM-backed interactions, TTS/STT, streamed audio, authentication and supporting web/backend flows. Work also spans Meta Quest interaction, hand tracking, spatial UI and performance.
Refactored a physics-heavy simulation from 10 FPS to a stable 60 FPS, delivered WebGL/VR experiences, remote content, multiplayer, in-app authoring and platform-aware persistence under enterprise constraints.
World-space interfaces, tracked input, hardware-aware controls, interaction feedback, device state and runtime systems designed for use inside an immersive product.
Career context
Solid Code Interactive, December 2025–present. Current contracts: Unity Lead at Squircle Games since March 2026 and Unity Developer on RaceClub for Sandbox VR since May 2026.
Refactored CPU-heavy physics and simulation (10 FPS to a stable 60); decoupled asset delivery from releases with Addressables; delivered multiplayer, in-app authoring and WebGL/VR porting for confidential enterprise clients.
Delivered production gameplay and UI features for Alaloth, replaced repetitive operations with asset-validation/world-management tools, and resolved issues with design and QA.
Need a closer match?
I can discuss relevant patterns, responsibilities and tradeoffs without exposing confidential work.