After releasing Wacky Wings and Henry the Hamster Handler, I joined Dimension Hunter, a project that had previously been on pause. My role focused on the weapons and movement systems, while keeping the code clean and easy for other programmers to modify.
The game’s weapons were highly specialised, from remote-detonated homing missiles to cones of fire, and needed to be flexible for balancing and future adjustments. Enemies had unique death mechanics, with hidden skeletons that could be triggered by explosions or incineration, adding extra dynamism and fun to combat.
The game began as strictly on-rails, reflecting early VR conventions. As VR evolved, we added locomotion options to give players freedom of choice, resulting in over 30 unique movement styles. I designed a branching system to present these options clearly, ensuring players could customise movement easily while keeping the mechanics consistent and reliable.






