Shootout-2022/2024

Contributions

I started working for MYR in May of 2022 and began working on Shootout immediately. Over the course of my two years working on shootout I spearheaded development on the player locomotion system including base locomotion extensions such as a grapple hook, gravity puddle, steam thruster and others. I’ve also worked alongside artists and designers to help develop and integrate the character customization system and store front. As well as the UI interaction system that works with both pointer controls and physical controls.

Challenges

With shootout being the first VR title I worked on it came with a rather large learning curve when designing and implementing certain systems. For example the character locomotion system had to be tailor made from the ground up to ensure it would be comfortable for all types of users. It also has to account for different player heights and adjust the player colliders accordingly. Programming in comfort settings to allow for the use of a vignette at different player speeds was a must as it allows for more players to enjoy the game comfortably without feeling motion sick.

This was also the first console title I’ve worked on. This comes with it’s own challenges of ensureing everything I programed was as performant as possible since there was very little wiggle room due to the Meta Quest 2’s specs.

SHOOTOUT on Meta Quest | Quest VR Games | Meta Store

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