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Clayground
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Molding Play in VR
I was brought on for this project due to my previous experiance building VR Prototypes.
It was a 6 Month project to help design and implement core gameplay systems to lay the groundwork for future development and to get the game presentable for a number of closed Alpha Playtests.
The core features I helped design are the game's cosmetics, player actions, and alternative game modes. I also did a lot of work refining the networking solution.
Networking Development
For this project we utalized the Photon Fusion 2 framework to support a C# code base in Unity.
The greatest challenges we're figuring out how best to optimize the transfer of our network information, as any potential slowdowns can lead to massive player discomfort in Virtual Reality. This was particularly tricky with trying reliably transfer more complicated data or larger models.
Namely, we had to work around the classic 2-Generals Problem. How can a system ever be sure the other recieved its message? We wanted to make sure our gameplay wouldn't break to easily if a message wasn't recieved, without risking our game's performance sending callback messages back and forth.
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