Jing Chung

In The End 

Touching the Narrative: A Haptic-Driven Emotional Journey.

— PROJECT NAME

In The End


— ROLE

Technical Designer, Technical Artist, Programmer


— DATE

Sept, 2025

My Contribution

Technical Architecture & Systems

Event-Based Haptic System Architecture

1. Engineered modular haptic system as hardware abstraction layer, enabling runtime device switching between Meta Quest 3 and bHaptics without code modification

  • 2. Decoupled hardware implementation from gameplay logic, streamlining cross-disciplinary collaboration


Integration & Production

Full Experience Integration & Delivery

  • 1. Integrated all prototypes using custom VR development framework into cohesive final experience
  • 2. Owned end-to-end production pipeline from assembly to testing
  • 3. Delivered polished, conference-ready VR experience through systematic quality assurance


Prototype Development & Haptic Design

Immersive Haptic Interaction Prototypes

  • 1. Designed and built multiple haptic interaction prototypes: elastic band stretching, creature stroking, raindrop touch sensation, and balloon slapping
  • 2. Created custom haptic patterns to achieve realistic tactile feedback
  • 3. Established foundational haptic vocabulary used throughout final experience development


Technical Art & Visual Effects

Comprehensive Visual Effects Implementation

  • 1. Implemented all visual effects as Technical Artist including shader effects, VFX, and fullscreen post-processing effects
  • 2. Optimized user experience and established visual atmosphere through cohesive effect design
  • 3. Contributed to scene lighting setup, enhancing overall immersion and environmental storytelling

Shader Graph Library Development

  • 1. Developed reusable shader graph library with 8+ customizable effects
  • 2. Architected unified parameter system enabling consistent control across all shader variants
  • 3. Created scalable foundation for rapid visual iteration and design experimentation

VR Framework & Player Experience

Room-Scale VR Framework Enhancement

  • 1. Extended VR development framework from previous project (Xhaler) to support room-scale gameplay requirements
  • 2. Enhanced player spawn logic with flexible positioning system—supports both relative and fixed spawn points based on scene/gameplay needs
  • 3. Implemented indirect player control mechanisms to guide exploration and frame player perspective without breaking immersion