Created for Oculus Rift & Oculus Quest
Nominated “VR Game of the Year” at the VR Awards 2019

Shadow Point

Gameplay Programmer
Nov. 2018 – May 2019

  • Created the entire tutorial from scratch, aiming to teach mechanics to players who are new to VR.
  • Implemented all code for music, voice-overs and sound effects using FMOD.
  • Optimized gameplay logic to hit a target 80-90 fps on Quest, which has the performance of a Mobile device
  • Polished and finalized the game from production to release, fixing over 300 individual bugs.
Official Website

“For many of our players, this will be their first VR experience”

From Production to Release

At some point during development, the game starts to feel solid. All the mechanics are there, the majority of content is there, and it feels like everything is “coming together”. There might be some obvious bugs, but surely you’re not too far off from release, right?

Even then, it takes work to get it to the finish line. Deadlines, milestones, submission criteria.. For a programmer, it all just means selecting the highest priority issues and getting them fixed, so you can deliver the best experience on release.

So squash those bugs. One by one.

Virtual Reality

Shadow Point was my first VR project – and what a project it was. Working alongside the experienced VR developers at Coatsink, I learned a lot about what makes gameplay in a virtual space so unique. VR opens up so many avenues for interaction that were previously impossible, and there’s still so much more to explore.

The gameplay in Shadow Point is interwoven with a narrative voiced by Patrick Stewart, making it more than just a game: it’s an ‘Experience’, and one that I was very glad to be a part of.

Shadow Point is reviewed as a solid 4.3/5, and has been nominated as ‘VR Game of the Year’ at the VR Awards 2019