VR Throwing
It's a known fact that hand throwing in VR stinks, but a jester's gotta be able to juggle and toss like the best of them.
💡 I designed and implemented a set of prediction systems that lead to more accurate throwing than other VR experiences.
Unorthodox dev cycle
We used an experimental tool to allow traditional 2d artists to draw and animate in a VR space. The results were amazing for them, but led to non-traditional assets.
💡 I invented new workflows on the fly so the game would still run great and the artists could keep having fun using these creative tools.
Puzzle iteration
Too many players were getting stumped at various spots, and VR headsets are uncomfortable for many.
💡 I made the call that we need to help players feel smart quickly. This involved countless subtle effects, extra voice lines, and more than one solution for some puzzles. Others had to be redesigned and programmed from scratch to make them work.