VR shooting-sports training in Unity: headset-based marksmanship on virtual ranges, shipped against a build that was always live.
150 → ~50,000monthly active users over the time I was on the product
- Architected the multiplayer with Photon PUN and wired networking through core gameplay and application systems.
- Engineered a custom VR input system for Meta Quest hardware and a range of physical firearm configurations, keeping real and virtual device tracking aligned.
- Built core systems: weapon customisation, authentication, player profiles, avatars, scene management and immersive UI.
- Refactored major parts of the game for maintainability, performance and day-to-day iteration speed.
- Carried the Unity side of the platform's move from Bubble to AWS: API integration, subscriptions and user management.
- Designed and built ranges end to end, from level design through modelling, texturing and technical art.
What it showsOwning VR gameplay and multiplayer on a product that has to stay up while it changes.