Develop stunning immersive XR games that transport players to new worlds, captivate them with compelling stories, and connect them through unique social experiences.
Design engaging apps and immersive experiences that captivate audiences, create memorable AR and VR activations, and entertain with mini-games, driving brand awareness and customer engagement.
Create interactive solutions that drive sales, provide valuable training, and address complex visualization challenges.
Harness the power of AI with OpenAI and Azure AI to build intelligent solutions that drive efficiency, enhance user experiences, and provide deep insights through advanced data analysis.
Build VR tools, apps, and games that completely immerse your audience in new worlds.
Develop mobile AR experiences that overlay 3D content onto the real world, bridging the gap between digital devices and our shared environment.
Combine virtual elements with the physical world to create memorable spatial experiences for your customers.
Leverage cutting-edge blockchain technologies, including Ethereum, Thirdweb, and Semantic Kernel, to create secure, transparent, and decentralized applications that meet your business needs.
I have worked with various devices since 2014 from google cardboard to touchscreen devices and latest tech like AI based cloud technologies.
I have worked with various teams from small startups to large enterprise over 10 years in industry experiece.
Email: junaidmalik.rm@gmail.com
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Over the course of three months, I developed an immersive VR driving simulator designed for a driving safety event. The project involved creating three distinct scenarios, each tailored to enhance participants' awareness and response to various driving conditions.
Urban Driving Scenario: This scenario simulated a bustling city environment, complete with pedestrian crossings, traffic lights, and unpredictable obstacles. The focus was on teaching defensive driving techniques and the importance of staying alert in high-traffic areas.
Highway Driving Scenario: This scenario featured a realistic highway setting, where participants navigated through high-speed traffic, lane changes, and unexpected road hazards. The goal was to improve participants' decision-making skills and reaction times in fast-paced driving conditions.
Adverse Weather Scenario: In this scenario, participants experienced driving in challenging weather conditions, such as heavy rain, fog, and icy roads. This scenario aimed to educate drivers on how to maintain control and safely navigate their vehicles in poor visibility and slippery conditions.
The A2RL VR project aims to revolutionize the motorsports viewing experience by creating an immersive virtual reality environment for racing enthusiasts. By leveraging cutting-edge VR technology, A2RL VR offers users the ability to experience race events from various perspectives, including onboard cameras, broadcast feeds, and custom multi-car presentations. The project integrates video content, telemetry data, and interactive elements to provide a dynamic and engaging experience that transcends traditional racing broadcasts
As a developer on the A2RL VR project, I played a pivotal role in bringing the virtual racing experience to life using Unity 3D. My contributions included:
Building Immersive and bigscreen Presentations:
Interactive Multi-Car Productions:
User Interface Enhancements:
VR Interaction development, design & integration
Clonelle is a WebGL-based Unity game aimed at providing an engaging and interactive gaming experience directly through web browsers. The game features unique mechanics, polished graphics, and a smooth user interface, designed to run efficiently in a WebGL environment.
Key Contributions:
Game Design and Mechanics:
Concept Development: Contributed to the brainstorming and development of the core game mechanics and overall concept.
Level Design: Designed multiple levels, ensuring a balance between difficulty and engagement to keep players entertained and challenged.
Programming and Scripting:
Core Gameplay Features: Implemented key gameplay features using C# and Unity’s scripting API. This includes player controls, enemy behaviors, and interactive objects.
User Interface (UI): Developed the in-game UI, including health bars, score counters, menus, and HUD elements, ensuring a user-friendly experience.
WebGL Optimization: Optimized game scripts and assets for efficient performance in WebGL, addressing common issues like memory management and rendering performance.
Graphics and Animation:
Asset Integration: Integrated 2D and 3D assets into the game, ensuring they are optimized for WebGL performance.
Animation: Created and implemented animations for characters and environment elements, enhancing the visual appeal and immersion of the game.
Audio:
Sound Effects: Integrated sound effects for various game events and actions, providing audio feedback to enhance player experience.
Background Music: Added background music tracks that complement the game's atmosphere and pacing.
As a Unity Developer on the V-BLDR Metaverse Builder project, I played a pivotal role in advancing an innovative virtual environment that empowers users to create, customize, and interact with 3D spaces. This project leverages the robust capabilities of Unity, enabling users to construct their own metaverse with an immersive and interactive experience.
Key Contributions:
1. Project Architecture and Clean-Up:
I initiated the project by migrating and cleaning up the legacy code from the "web-client" to ensure seamless compatibility with Unity 2022.3.2f1. This involved a thorough reorganization of the project structure, categorizing assets, core functionalities, modules, scenes, and plugins into specific folders, thereby enhancing maintainability and scalability. This foundational work set the stage for efficient development and future expansions.
2. Development and Integration:
I was responsible for developing and integrating several modules critical to the V-BLDR app. This included Builder.Assets, Builder.Core, Builder.Modules, and Builder.Resources. My work enabled users to effortlessly create and manipulate 3D objects and scenes within the metaverse. Additionally, I integrated third-party plugins and libraries, such as GraphQL and post-processing tools, to boost the app's functionality and performance.
3. Legacy Module Management:
Handling legacy modules was a significant challenge. I managed to isolate and decouple tightly integrated packages, transforming them into separate, modular components. This approach ensured that legacy functionalities were retained while improving the overall structure and performance of the project.
4. Scene Management:
In managing project scenes, I organized both old and new scenes into appropriate categories. This involved creating new scenes and updating existing ones to align with current project requirements and design guidelines. This systematic approach ensured that all scenes were easily accessible and maintained.
In my role as a senior developer at One City Global, I spearheaded the development of a groundbreaking project focused on creating a prototype of a Digital Twin for small and medium-sized enterprises (SMEs) in the UK and Europe, particularly Germany. Leveraging my expertise in Unity, I led the design and development of an immersive Unity application aimed at replicating the operational intricacies of these businesses within a digital environment.
Responsibilities:
Unity App Design/Development: I was responsible for conceptualizing and implementing the architecture of the Unity application. This involved translating the unique characteristics and functionalities of SMEs into a virtual representation, ensuring accuracy and usability.
UI/UX: With a keen focus on user experience, I crafted intuitive user interfaces that facilitated seamless interaction with the Digital Twin. From navigation menus to interactive elements, every aspect of the UI was meticulously designed to enhance usability and engagement.
Testing and Delivery Across Web GL: Ensuring the reliability and performance of the Unity application was paramount. I conducted thorough testing across various platforms, including Web GL, to identify and address any bugs or performance issues. Additionally, I oversaw the seamless delivery of the application, ensuring compatibility and functionality across different devices and browsers.
As part of a contract project with SKY, I had the privilege of contributing to the development of Sky Worlds Beta, an immersive VR application designed to revolutionize sports streaming and entertainment. This innovative platform allowed users to dive into the world of Sky Sports and Sky Original Movies like never before, offering a captivating virtual experience that transcended traditional viewing methods.
Project Overview:
Sky Worlds Beta aimed to redefine the concept of sports streaming and entertainment by leveraging VR technology to create an unparalleled viewing experience. Sky VIP members were granted exclusive access to a multitude of immersive features and content, while non-Sky VIPs still had access to premier content such as the latest Premier League highlights, cinema trailers, and the Sky Arts Channel.
Responsibilities:
UI/UX Improvements:
As part of the development team, my primary responsibility was to enhance the user interface (UI) and user experience (UX) of Sky Worlds Beta. I collaborated closely with designers and developers to analyze user feedback and identify areas for improvement. By implementing intuitive navigation systems, optimizing visual elements, and refining interaction mechanics, we aimed to create a seamless and immersive VR environment that would captivate users from the moment they entered Sky Worlds Beta.
Prototyping UI Ideas:
In addition to refining existing UI elements, I played a key role in prototyping new UI ideas to further enhance the user experience. Through rapid prototyping and iterative design processes, we explored innovative ways to present content, facilitate navigation, and engage users within the VR environment. By experimenting with different layouts, interaction paradigms, and visual styles, we aimed to push the boundaries of VR interface design and deliver an unforgettable experience for Sky Worlds Beta users.
As part of a contract project with SKY, I had the opportunity to contribute to the development of a series of internal prototypes aimed at enhancing the user interface (UI) and user experience (UX) for video playback of SKY Channels and Movies. Leveraging my expertise in Unity and C#, I collaborated with the SKY team to create innovative solutions that would elevate the viewing experience for SKY customers.
The objective of this project was to develop prototypes that would explore and showcase new UI/UX concepts for video playback of SKY Channels and Movies. These prototypes served as internal tools for the SKY team to evaluate and iterate upon, with the ultimate goal of improving the overall usability and engagement of SKY's streaming services.
🌎Green Earth Metaverse is a Real Time Strategy game about resource management. building and keep your land in good condition and preventing effects of climate change in your virtual city. It will be a mix of mechanics including survival, strategy, multiplayer and resource management simulator. Is essence it will be similar to popular titles like Clash of Clans, Age of Empires, Minecraft. 🌎
Aim of the project:
The project is about connecting the virtual gaming economy to climate change organizations providing funding towards partners who are active in climate change. As each player takes part in the how they play game will act as a way to educate people on climate change as well as creating way to provide funding towards such organizations like Team Trees.
Project Overview:
The project's primary objective was to develop a dashboard that would centralize and present CO2 data in a visually engaging and easy-to-understand format. By aggregating data from a custom repository, we sought to provide stakeholders with actionable insights into carbon emissions trends, facilitating informed strategies for mitigating environmental impact.
Key Responsibilities:
Dashboard Development:
Using my expertise in web development technologies, I designed and developed a user-friendly dashboard interface for visualizing CO2 data. Leveraging frameworks like React.js or Vue.js, I created dynamic and responsive data visualizations that allowed stakeholders to explore CO2 emissions data through interactive charts, graphs, and maps. Additionally, I implemented features such as filtering, sorting, and exporting to enhance usability and functionality.
Data Integration:
A crucial aspect of the project was integrating CO2 data from the custom repository into the dashboard. I designed and implemented data pipelines or APIs to fetch, process, and present the data in real-time or near-real-time. By establishing seamless connections between the dashboard and the data repository, I ensured that stakeholders had access to the most up-to-date and accurate CO2 emissions data for analysis and decision-making.
Project Overview:
The project's primary objective was to develop a prototype that would serve as a tangible representation of digital twin technology's potential within industrial settings. By creating a lifelike 3D visualization of a factory, we aimed to demonstrate how digital twins can facilitate better understanding, monitoring, and optimization of manufacturing processes.
Key Responsibilities:
Unity Development:
As the sole developer on this project, I utilized Unity to bring the factory visualization to life. This involved designing and implementing the factory environment, including machinery, equipment, and production lines, with meticulous attention to detail. By leveraging Unity's powerful rendering capabilities and real-time physics simulations, I aimed to create a visually stunning and immersive experience that accurately reflected the dynamics of a real-world factory.
Digital Twin Integration:
One of the core aspects of the prototype was the integration of digital twin technology, allowing users to interact with and manipulate various elements within the factory environment. I implemented functionalities that enabled users to view real-time data, simulate different scenarios, and analyze the performance of equipment and processes. By showcasing the interconnectedness of physical assets and their digital counterparts, we aimed to highlight the transformative potential of digital twins in optimizing factory operations.
Contract project worked for Shiraz Creative London.
Project Overview:
The virtual events conferencing application was designed to replicate the experience of attending live events, conferences, and workshops in a digital environment. Leveraging the power of Web GL technology, the platform offered high-quality graphics and real-time interactivity, allowing participants to connect with speakers, engage in discussions, and explore virtual exhibition spaces.
Key Responsibilities:
Integration with AWS Backend for Streaming Assets:
As part of the development team, I was responsible for integrating the application with the AWS backend for streaming assets such as audio, video, and 3D models. This involved designing and implementing robust data pipelines and APIs to facilitate seamless content delivery and real-time streaming. By leveraging AWS services like S3, CloudFront, and MediaLive, we ensured scalable and reliable asset delivery to users worldwide.
Integration of Analytics with Custom Backend:
Another key aspect of the project was the integration of analytics capabilities to track user engagement, behavior, and performance metrics. I collaborated with the backend team to implement custom analytics solutions that provided actionable insights into user interactions, session durations, and content consumption patterns. By leveraging analytics data, we aimed to optimize the user experience and drive continuous improvement of the virtual events platform.
Integration of Unity Code with Front-End:
Using Unity and C#, I played a pivotal role in integrating the application's core functionality and user interface elements with the front-end interface. This involved developing custom scripts, plugins, and APIs to enable seamless communication between the Unity-based virtual environment and the web-based front-end. By ensuring tight integration between Unity code and front-end components, we delivered a cohesive and intuitive user experience across all platform features.
Responsibilities:
1. Integration with AWS backend for streaming assets.
2. Integration of analytics with custom back end.
3. Integration of Unity code with front-end.
4. Unit testing and performance analysis.
Project Overview:
The primary goal of the project was to develop a prototype that would demonstrate the potential of digital twin technology in enhancing factory operations and efficiency. By leveraging 3D visualization techniques, we aimed to create an immersive and interactive virtual representation of a factory environment, complete with machinery, equipment, and production processes.
Key Responsibilities:
Prototype Development:
Using my expertise in 3D modeling and visualization tools, I crafted a detailed virtual replica of a factory environment. This involved creating lifelike representations of machinery, equipment, and infrastructure, as well as integrating dynamic elements such as moving parts and simulated production processes. By leveraging cutting-edge technologies like Unity or Unreal Engine, I aimed to create a visually stunning and realistic depiction of the factory.
This is remake of PS1 Classic game 'Grudge Warriors'for the PC.
Using PSX and HD texture views.
Combat action racing game where you battle opponents on an Island and must take over the base.
VR horror game set in Ireland, in my home town of Drogheda.
Horror exploration game where you must escape from a mysterious force that is chasing you.
Detailed environments
Interactive mechanics, weapons and equipment.
VR Game where you control little minions to do your bidding!
The player controls various characters to unlock puzzles and navigate obstacles but can also get hands on 'virtually' by doing things the tiny characters cannot.
AR Game were you control dragon that can fly, swim and breath fire defend its colorful land from the hoarde of Orcs.
While working at Costain, I was involved in a client project for Highways England, developing a VR driving simulator aimed at visualizing various highway designs. This project was designed to provide an immersive experience for stakeholders to explore and evaluate highway schemes through interactive driving and virtual walk-around modes.
Project Overview:
The primary goal of the VR driving simulator was to create an interactive and immersive environment where users could experience proposed highway designs firsthand. The application featured two main modes: a driving mode, allowing users to simulate driving through the highway designs, and a virtual walk-around mode, enabling detailed exploration of the highway infrastructure.
Key Responsibilities:
VR Driving Simulator Development:
I was responsible for developing the core functionality of the VR driving simulator using advanced VR development tools and techniques. This involved creating realistic driving physics, detailed 3D models of highway designs, and interactive elements that provided a lifelike driving experience. By leveraging Unity and VR hardware, we aimed to create a fully immersive environment that accurately represented the proposed highway schemes.
Driving Mode Implementation:
In the driving mode, users could navigate through the virtual highway designs using a VR headset and steering controls. I implemented realistic driving mechanics, including acceleration, braking, and steering, to ensure an authentic driving experience. Additionally, I integrated various environmental factors such as traffic, weather conditions, and road signage to enhance realism and provide a comprehensive evaluation tool for the highway designs.
While at Costain, I contributed to a client project aimed at demonstrating the benefits of virtual training during the 2019 COVID-19 lockdown. This project focused on developing an interactive VR experience that simulated baggage handling and air-side staff activities, emphasizing training and health and safety protocols.
Project Overview:
The project aimed to showcase how virtual training could effectively replace traditional in-person training sessions, which were challenging to conduct during the COVID-19 lockdown. By creating an immersive and interactive VR experience, we sought to ensure that baggage handling and air-side staff could continue their training and maintain high standards of health and safety.
Key Responsibilities:
VR Experience Development:
I was responsible for the development of the core VR experience, using Unity and VR hardware to create a realistic and engaging training environment. This involved modeling detailed airport scenarios, including baggage handling areas and air-side operations, to provide a comprehensive training tool. The VR environment aimed to replicate real-world conditions to ensure trainees could practice and learn effectively.
Interactive Training Modules:
The project required the creation of various interactive training modules that focused on different aspects of baggage handling and air-side staff activities. I developed these modules to include realistic tasks such as loading and unloading baggage, operating machinery, and following safety protocols. Each module was designed to provide hands-on experience and immediate feedback to enhance learning outcomes.
Project Overview:
The primary objective of the internal VR collaboration tool was to provide a platform where project teams could virtually showcase their work, collaborate in real-time, and leverage reusable components to expedite the development of other VR projects. This initiative aimed to foster a more integrated and efficient approach to project management and development within Costain.
Key Responsibilities:
VR Collaboration Tool Development:
I was instrumental in the design and development of the VR collaboration tool using Unity and relevant VR technologies. This involved creating a versatile and user-friendly platform that supported various VR interactions, such as virtual meetings, project walkthroughs, and collaborative design sessions. By incorporating advanced features like multi-user support and real-time updates, we aimed to facilitate seamless collaboration among team members.
Project Demonstration Capabilities:
A core feature of the tool was its ability to demonstrate specific projects across the company. I developed functionalities that allowed users to import and present detailed 3D models, project plans, and interactive simulations within the VR environment. This capability enabled project teams to effectively communicate their ideas, gather feedback, and make informed decisions based on immersive visualizations.
A prison escape game for Android,
Sneak passed guards and escape from a virtual prison that the character has been stuck in.
Project Overview:
The primary objective of this virtual simulation was to showcase Costain's product for improving safety at unguarded level crossings. By creating a realistic and detailed virtual environment, we aimed to provide Network Rail with a comprehensive understanding of the product's capabilities and its potential impact on enhancing railway safety.
Key Responsibilities:
Simulation Development:
I was responsible for the design and development of the virtual simulation using Unity and advanced VR technologies. This involved creating a highly detailed and realistic 3D model of an unguarded level crossing, complete with surrounding terrain, railway tracks, and vehicles. By leveraging Unity's powerful rendering capabilities, we ensured that the simulation provided an accurate and immersive representation of the crossing environment.
Interactive Demonstration:
To effectively demonstrate the product's features and benefits, I developed interactive scenarios within the simulation. These scenarios allowed users to experience different aspects of the level crossing, such as vehicle and pedestrian interactions, potential hazards, and the deployment of safety measures. By enabling users to interact with the environment and observe the product in action, we aimed to provide a compelling and informative demonstration.
Safety Features Visualization:
A crucial aspect of the simulation was visualizing the safety features of Costain's product. I integrated various elements such as warning signals, barriers, and automated alerts into the virtual environment. These features were designed to showcase how the product could enhance safety at unguarded level crossings by preventing accidents and reducing risks for both pedestrians and vehicles.
Client wanted a way to bring their ad to life with a fun webgl game.
While at Costain, I led a client project that utilized HoloLens 2 to provide the management team with an interactive 3D overview of site activity and ongoing works. This project was designed to enhance site management and decision-making by offering a dynamic and immersive visualization of real-time data.
Project Overview:
The primary objective of this project was to develop a HoloLens 2 application that presented a comprehensive 3D visualization of site activities. The application leveraged data received via REST API, dynamically updating to reflect the latest site information. This interactive tool aimed to improve situational awareness, facilitate project management, and enhance communication among the management team.
Key Responsibilities:
HoloLens 2 Application Development:
I was responsible for the end-to-end development of the HoloLens 2 application using Unity and the Mixed Reality Toolkit (MRTK). This involved creating a detailed 3D model of the construction site and integrating interactive elements that allowed users to explore different aspects of the site in augmented reality. By utilizing HoloLens 2's advanced features, we aimed to provide an intuitive and immersive user experience.
REST API Integration:
A critical component of the project was integrating real-time data from various site sensors and management systems via REST API. I developed and implemented data pipelines that fetched, processed, and displayed the latest site information within the 3D visualization. This ensured that the management team had access to up-to-date data on site activities, progress, and potential issues.
The primary objective of the internal AR project viewer tool was to provide bid teams with a powerful and interactive platform to showcase project proposals. By leveraging augmented reality, the tool enabled dynamic and immersive presentations of project designs, helping to illustrate key features and benefits to stakeholders and clients. Additionally, it promoted the reuse of AR components, streamlining the development process for future projects.
Key Responsibilities:
AR Project Viewer Development:
I was responsible for the development of the AR project viewer tool using Unity and AR frameworks such as ARKit and ARCore. This involved creating a versatile platform that could load and display detailed 3D models of project designs in an augmented reality environment. By leveraging these technologies, we aimed to provide an engaging and realistic representation of proposed projects.
Interactive Project Demonstrations:
To effectively demonstrate specific projects, I developed interactive features within the AR viewer. These features allowed users to explore 3D models from different angles, zoom in on critical areas, and interact with various project components. This level of interactivity helped bid teams convey complex design concepts and project benefits in a clear and compelling manner.
Shuttle Commander allows you to take part in the Hubble Space Telescope missions first hand with accurate recreations of the space missions, shuttle cockpit and Hubble Space Telescope. Join the crew on the space shuttle missions and assist in the deployment and servicing of the Hubble.
PLATFORM:
PS4
RELEASE :
3/12/2019
DEVELOPER:
IMMERSIVE VR EDUCATION LTD
Worked on game mechanics, interaction.
PlayStation Store Link
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ENGAGE is a virtual communication platform that seeks to transform how people collaborate with each other globally by harnessing the power of immersive technologies.
Worked on updating code base and unit testing.
The Edgar Mitchell VR experience invites the world to join the Apollo 14 Astronaut on his mission to the Moon and into his most intimate moment of connection to life itself.
RELEASE DATE:
9 Nov, 2020
DEVELOPER:
Immersive VR Education
Worked on initial prototype and sequence design for VR.
Client requested an interactive experience to be developed for their new line of Castrol oil engine.
We developed an interactive mini-game and racing game.
Driving Mini Game Link 1
We developed a fun mini-game for our client head office event. I worked with in our in house 3D Desginer to create a fun game showcasing teams AR Kit capabiltiies.
Pogrammed the game logic, sounds effect and AR interactions in C#, XCode built for the iPad Air.
Created a fun interactive balloon popping game to tie in with client video advert.
Programmed game logic in C#, liased with 3D Designer and Digital Designer. Built for Samsung Tab S3 Android 7.0
The client wanted a simple game for clients in store to win prizes in a fun and intuitive way.
WON Gold Award in campaign and Experiential category of the POPAI Awards 2017.
Collaborated with front end designer and utilised wireless remote for people to win prizes. Worked on javascript code for remote control mechanic.
Client wanted to engage its customers with an immersive 360 VR experience.
WON Gold Award in Shopper Influence category of the FMBE Awards.
Created intial prototypes for the project and provided consultation on VR best practises. Project was done as 360 rendering rather than real time for imporved graphical performance.
Client wanted an experience to utilise the small that there often is in-store.
We developed an immersive VR game where you can explore a large city and experience high heights which you fall off if you walk out too far
Pogrammed the game logic and VR interactions in C#, Steam VR.
Client wanted a way to bring their ad to life with a fun game. The game made a connection to server which told it if the payer had won or not based upon this a phone rang and the player listened to their winning message.
Programmed game logic in C#, liased with web developer to create server on raspberry pi.
The client wanted a simple game to demonstrate some the features of their new product.
I created a whack a mole type game and with the help of artists in the team created the assets to match the clients vision.
Programmed the game in C#, with a clean OOP architecture.
Client wanted to engage its customers with a seasonal experience as a web app.
The web app used gyscope to immerse players in the web app which allowed to search for objects in the virtual world.
I was the Lead programmer. Architected and desgined the game logic and interactions with JavaScript. Liased with Front End Developer who created all the animations, HTML CSS.
Client wanted a fun way to engage customers in a interactive VR experience, upon completing an obtaining a score customers won prizes.
I was Lead programmer, architected game logic, interactions, events, and sound programming, in C#.
We had some down time and the team challenged itself to create environments using ONLY custom / Unity Free Assets in a days work.
I created three different landscapes each with an interesting design that would intrigure a player to explore it.
Environment 1: Link
Environment 2: Link
Environment 3: Link
Client wanted an interactive photobooth that worked with a mechanic that enticed customers to explore what was hidden inside the stand.
I developed a low cost solution to a networking problem by investigating different technologies and experimenting with sophisticated set ups.
My proposed solotuion prevented the project from going over budget by £70,000
I created a wireless network that connected automatically and synced DSLR Cameras to iPads. The backend was automated to collect photos and to send them to cloud DB by the end of the activity each day.
Collborated with desginers to create an interactive in store reaction game to win prizes.
I worked on the interaction of getting a phsyical button working the game.
Programmed in JavaScript
An interactive experience was required to engage customers in store to connect them wih a strong brand exeprience.
This project involved working with hardware and integrating it with custom software. Combining the two together to create an interactive cycling game.
An actual bike had sensors which sent input to the Unity game in C#.
I was the lead programmer and level designer. Created assets in Blender and pogrammed game mechanics and logic in C#
This project was created to celebrate launch of a new product in the clients head office.
A VR diorma scene was created to repersent the onsite environment.
Lead programmer and level desginer for project, created effects and aniamtions usign Unity.
An interactive AR application triggered by using cards.
Each card triggered a different snowglobe.
Inside there was clickable areas whichallowed the user to play mini games.
Lead programmer and environment desginer for the application.
An immersive VR project to create a living and breathing park.
Worked on Level Design and Effects.
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Casual bike time trial game.
Responsible for Scripting, Animation and Effects.
Movie trivia Quiz Game, answer three questions and win a prize.
Exodus is a real time strategy game in development for Desktop PC. (Currently in development).
Responsible for Sound Design & Production.
Sold over 85 copies in USA, Europe and Japan.
Voyage of Kepler is a first person shooter / adventure game where you play as Jonathan Parker a NASA astronaut who is sent on a mission to an exoplanet to ensure survival of the human race. As Earth is all but dried up of its resources from years of human transformation and increased Co2 emissions it has become a dying rock with its time ticking away. So your mission simple seek Earths twin, but not all is as it seems.
Tiger's Maze is a casual tilt game where you have to guide the ball to an exit and avoid the enemies being a group of cat's who want to spoil the fun. They will chase after the ball and push it over.
Hearing is an important ability to human beings in which we perceive sounds. Sound waves occur over a wide spectrum of frequencies. The human ear is sensitive to a frequency band within that spectrum that is expressed in decibels (dB). Frequencies capable of being heard by humans are called audio or sonic. The range is typically considered to be between 20 Hz and 20,000 Hz (Hertz).
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