Cockpit-based XR interaction and gameplay systems built for Meta Horizon Start
Developed a full-stack XR gameplay prototype in Unity for the Meta Horizon Start program, delivering a complete playable experience under a compressed production timeline.
Led development and coordinated a small multidisciplinary team across gameplay systems, animation, and worldbuilding, aligning creative direction with technical implementation.
Owned core gameplay systems, XR input, and performance optimization, designing scalable interaction and event systems that balance readability, responsiveness, and real-time constraints.
Centered on cockpit-based interaction and player embodiment, the experience emphasizes intuitive control, system clarity, and performance-conscious design for standalone XR hardware.
Role: Technical Artist / Gameplay Systems — Unity (C#), XR interaction design, real-time performance optimization.
In-Game Systems & Interaction
• State-based XR control system (movement vs. aiming modes)
• Custom XR input system (modified Meta XR SDK components)
• Modular event system for mission flow, UI comms, and boss logic
• In-cockpit UI and character-driven communication systems
• Multi-stage destruction system using optimized model swapping
• Performance-conscious gameplay architecture for standalone VR
Tools: Unity (C#) | Meta Quest (XR) | Blender | Adobe Illustrator
Cinematic
Teammates
Mid-Mission
Combat
Concept Art and Rigging Progress
BeastGear Mech Modeling: Blender