Co-developed the core physics climbing locomotion. Personally implemented Unity's VR Socket systems for seamless object snapping and interaction. Additionally helped integrated AI NavMesh architecture to manage dynamic environmental systems aligned with the co-developer's level design structure.
Designed a performant visual pipeline tailored for high-fidelity PCVR rendering across expansive environments. Utilized Photoshop to embed precise Alpha texture maps into the Albedo channels for modeles like the haystack. In order to maintain high framerate across the entire complex campsite we baked advanced global illumination and leveraged Unity's batching tools to drastically minimize draw calls.