CompanyVR Base
Year2022
RoleLead Developer
PlatformLBE VR

Blackwood

A free-roam co-op VR medieval shooter. Four knights defend their village from the evil that has fallen upon the land.

The project

Blackwood is a location-based co-op VR experience built for free-roam arenas. Players wear knight armor and weapons, move freely in physical space, and defend their hometown — also called Blackwood — across a series of escalating encounters with the forces overrunning the kingdom.

My contribution

As project lead, my responsibility was bringing Blackwood to a good end. I laid out the development timeline, scoped tasks across the team, and coordinated the milestones — but I also stayed in the codebase, implementing core features myself.

Specifically, I built the AI behaviour systems for the enemy waves, the leaderboard infrastructure, the narrative and dialogue triggers, and a significant portion of the gameplay loop.

Unity C# Multiplayer AI Systems LBE VR Lead Role
[ Spectr framework visual ]
CompanyVR Base
Year2020 — present
RoleCo-creator
TypeInternal framework

Spectr

An in-house modular VR framework that now powers nearly every project at VR Base.

The project

Spectr lets developers quickly prototype and build VR games or simulations on top of a stable, shared foundation. Its modular structure means each project can opt in only to the features it needs — multiplayer, locomotion, interaction systems, hardware integrations — without dragging the rest along.

My contribution

In 2019 we laid the foundation for what Spectr is today. We started with a team of three and have continued developing it as the studio has grown to more than nine developers.

I laid the groundwork for the modular architecture itself, implemented the multiplayer framework, built tools that automate repetitive setup tasks, and helped design the feature-selection system that lets each project pick and choose.

Today, Spectr is the foundation for almost every in-house solution at VR Base, including The Hazard Factory and the studio's wider VR Base catalogue.

Architecture Tooling Multiplayer Unity C#
CompanyVR Base
Year2019
RoleLead Developer
PlatformLBE VR

Cargo

The studio's first true free-roam team deathmatch. Two arenas stitched into one 27 × 13 m space.

The project

Cargo is VR Base's second largest team deathmatch, and the first where two opposing teams could move freely between each other rather than fighting from fixed positions like a tower shooter. We stitched two VR arenas together to create a single 27 × 13 m playable space.

My contribution

This was the first big project I led at VR Base. Because it was our first free-roam team deathmatch, much of the work was solving problems that don't exist in fixed-position shooters: players hiding in geometry, players walking through walls, players camping with infinite ammo. A lot of the project was finding the right balance between traditional shooter design and the unique advantages — and constraints — of LBE VR.

I also got my first deep dive into fast-paced multiplayer networking, which was new territory for me at the time. Beyond the systems work, I did the level design, built some of the 3D models, and put together the full gameplay loop.

Unity Level Design Networking Lead Role LBE VR
CompanyPersonal
Year2023 — present
RoleSolo developer
StatusIn active development

Scandinavian Camping Simulator

A solo passion project — and my first non-VR game. You're in charge of a Nordic campsite, and your job is to keep things running while everyone enjoys the outdoors.

The project

You run a camping in the Nordics. That means providing accommodation, keeping the environment clean, organising activities, and — most of all — letting your guests enjoy nature. It started life as a caravanning simulator, born from the blog post I wrote about trailer physics, and gradually grew into the game it is today.

My contribution

Solo project — design, code, art direction, the lot. Built in Unity using a procedural approach for terrain and a hand-built simulation loop for the camping management side. Still in active development; I post devlogs occasionally on Medium.

Solo Dev Simulation Unity C# Design
CompanyVR Base
Year2022
RoleUnity Lead
TypeVR Simulation

E-DRIVR

A VR truck simulator built on a real golf cart, made for a Belgian trucking company. Drivers train manoeuvres in VR while physically piloting a vehicle.

The project

E-DRIVR puts trainees in a real golf cart while they wear a VR headset. The cart's speed, braking, and emergency brake are controlled from within the simulation, so what they feel physically matches what they see virtually — and they get to train truck manoeuvres without the cost or risk of a real truck.

My contribution

I led the Unity side of the project. The biggest challenge was making sure the truck's behaviour in simulation translated safely to the real cart — if the simulation ran away, the cart could crash. I built the control layer that bridges those two.

I was also responsible for the position calculations of the driver in VR. We added an external tracker on top of the truck to make sure the driver never lost tracking, and I had to make sure the ride felt smooth at all times to avoid motion sickness. The trailer position and rotation were another piece of the puzzle: we didn't want a physics-based approach, so I had to find an alternative — which I later wrote up in a post on Medium.

VR Physics Hardware Integration Unity C#
CompanyVarious
TypeUnity editor tools
StatusSome open-source

Editor Tools

A collection of Unity editor tools I've built over the years. Some live on GitHub.

Highlights

Unity Shaders VFX Graph Editor Scripting Open Source
— Let's build something —

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