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Game Development

Game and simulation projects focused on playable mechanics, VR interaction, level implementation, and engine-based prototypes. My work sits between design and code: defining how systems should feel, then building them in Unity, Unreal Engine, C#, and Blueprint.

Projects /  Features

TORO - VR Japanese Garden Simulation

Unity VR experience · C# gameplay systems · Meta Quest 2 target · Team of 3 · Oct-Dec 2023

Unity · C# · XR

Light Lantern

Controller input + layer-filtered raycast + runtime flame instantiation.

Flower Pickup

Trigger collider + tag validation + TextMeshPro counter + runtime feedback.

Tutorial UI

Raycast-targeted VR tutorial prompts controlled through controller input.



TECHNICAL CHALLENGE

Create a calming VR garden experience that felt responsive and understandable to first-time users, while coordinating environment design, controller input, object interactions, UI prompts, and runtime feedback inside a short three-person production timeline.

MY ROLE

I owned the Unity development and C# implementation for the project, turning the team's design goals into playable systems: XR controller setup, ray-based interactions, tutorial flow, collectible/object triggers, UI feedback, and scene integration.

CORE SYSTEMS I BUILT

  • Configured a Unity XR scene with XR Origin, controller-based input, interaction layers, and VR-ready camera/player setup.

  • Implemented controller-driven tutorial dismissal using InputActionReference and Physics.

  • Raycast against UI-layer targets.Built raycast-based interaction logic for lighting candles/lanterns, spawning flame feedback at runtime when the player activates a target.

  • Created object collection and basket-trigger logic using tags, trigger colliders, TextMeshPro score feedback, Instantiate, Destroy, and coroutine-based state control.

  • Used Unity layers and tags to separate interaction targets such as Torch, UI, Debris, candle, and Deb objects for predictable debugging.

  • Integrated environment assets, terrain, particles, lighting/post-processing, and interaction points into a cohesive VR garden walkthrough.

  • GitHub
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