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