Enemy wizards
Ranged enemies with a detection sphere around them. While you're inside it they attack you with fireballs, and when you leave it they go back to idle.
VR dungeon game with hand tracking, where every hand gesture casts a spell.
Gameplay Programmer
A VR game played with hand tracking: there are no controllers, and every spell is a hand gesture. You throw fireballs, raise shields and teleport through a dungeon full of enemy wizards.
We made it as a team of two for one of our ESAT course projects, using Unity 6 and C#. I worked on the enemies, the player's teleport movement, the projectiles, the spell effects, the look of the shield and the audio.
Ranged enemies with a detection sphere around them. While you're inside it they attack you with fireballs, and when you leave it they go back to idle.
The player moves by teleporting: you aim the arc with your hand and confirm it with a gesture. It's the usual way to move in VR without the motion sickness of walking around smoothly.
The projectiles of both the player and the enemies, and the particle effects of the spells: the glow in your hand while you cast, the fireball's trail and the explosion when it hits. I also made the shield's look, a translucent blue barrier built with Shader Graph.
A small audio manager (a singleton) that plays the music and the sound effects of the game.