I'm Dries De Ridder — a Belgian game developer specialising in VR. Co-creator of Spectr, the in-house framework now powering most of VR Base's work, and lead developer on Blackwood and Cargo.
In-house modular VR framework. Started life as an architectural BIM viewer; now powers industrial simulations for Kellanova, Mars, DEME, Lantis and SPIE — plus our in-house VR games.
Free-roam co-op VR medieval shooter. You wear the armor of a knight defending your village from the evil that has fallen upon the land. I led the timeline, AI systems, leaderboards, and core narrative implementation.
27×13m free-roam team deathmatch — VR Base's first arena where opposing teams could move freely between each other. Level design, gameplay loop, multiplayer networking.
Performance and optimization are where I spend a lot of my time, along with the editor tooling that goes with it. Years of shipping PC VR have produced a steady stack of runtime systems and tools — realtime occlusion culling, BIM scene streaming, async light baking, and more.
I've spent the last seven years in VR development — shipping titles, building the framework most of my studio runs on, and creating tools that make the rest of the team's work easier.
Outside of work you'll find me out in nature — hiking, trail running, anything that keeps me moving — reading an interesting book, or working on my own projects, assets, and tools.