
- Project: Descend
- Platform: Oculus Quest 2, Quest 3, SteamVR
- Release: Not released
- Role: Lead Developer • Creative Director • Project Manager
For DESCEND, I dove headfirst into the madness of building a fast-paced multiplayer VR shooter. As Lead Developer, I was deep in the trenches crafting the entire combat system that needed to feel punchy, responsive, and super competitive in VR. Next to the combat system i set up the networking so players are able to compete against eachother.
As Creative Director, I shaped the core gameplay loops, weapon feel, and arena designs to make sure every match is an adrenaline rush. We wanted that sweaty, “just one more round” energy.
I also handled the project management, leading the dev team, keeping the systems on track, and making sure we hit our targets without losing the soul of the game.
🔧 Tech & Tools
- Unity 2023 – URP
- Photon Bolt for low-latency multiplayer networking
- Custom VR Gunplay Systems smooth reload, aiming, weapon switching, compatibility with networking
- VR Movement tuned for high-speed matches
- Custom Shader Graphs for stylized visuals
- Oculus SDK Integration for Oculus Quest
- SteamVR Integration for SteamVR
- VR Performance Optimization for standalone devices
- Agile Workflow with daily stand-ups and sprint planning
DESCEND became a sweaty, competitive multiplayer VR shooter where players can team up and battle in thrilling 5v5 arenas. It’s fast, it’s chaotic, and it’s just straight-up fun.
We built something that gets your heart racing and keeps you coming back for more. Playtest sessions praised the fast-paced gameplay where some called it Unreal Tournament for VR.
I’m super proud of how we brought the classic shooter vibe into VR. Unfortunately funding ran dry and DESCEND was never finished or released.







