VR Roguelike Tower Defense Shooter
Solo Unity Developer
| Ultralab | Oct 2022 – May 2023 | 8-month development cycle |
Overview
Solo-developed a sci-fi VR shooter combining tower defense, bullet-hell, and roguelike elements for Meta Quest and PCVR — from concept through AppLab release. Ran playtests with 150+ users and iterated on analytics and community feedback.
Tech Stack
Unity, C# (DOTS/ECS), Burst Compiler, C# Job System, FMOD, Meta XR SDK, OpenXR, Boids Algorithm, Custom Procedural Generation, Unity Timeline/Animator
Game Concept
1 billion years in the future, a robot collector scours space for ancient technologies. Navigate cosmic junkyards defended by swarms of enemy drones in this fast-paced VR shooter with procedural generation and permadeath mechanics. Gameplay: Sci-fi bullet-hell tower defense featuring swarm-based enemy AI, 12 fantasy weapons with unique mechanics, procedural arena generation, and dual progression systems (session-based and meta-progression).
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Technical Implementation
High-Performance Swarm AI (Unity DOTS/ECS)
- Built full ECS implementation running hundreds of simultaneous enemies and projectiles at 72fps on Meta Quest 2
- Developed custom flocking behavior using the Boids algorithm for coordinated swarm movement
- Implemented ECS-based pathfinding for large-scale enemy coordination
- The performance comes from job system parallelization, Burst compilation, and data-oriented design
Massive-Scale Object Optimization
- Built object pooling for projectiles, enemies, and VFX to eliminate runtime allocations
- Implemented spatial partitioning (octree/grid-based) for collision detection and culling
- Designed ECS component archetypes for cache-friendly data layouts
- Used the C# Job System with Burst compiler for multi-threaded AI and physics
- Aggressive LOD and frustum culling
- Batched draw calls through GPU instancing for identical enemy meshes and projectile effects
- Asynchronous scene streaming to keep memory in check across procedurally generated arenas
Weapon Systems & Combat
- Designed 12 weapon types, each with its own VR interaction model: laser beams, ballistic projectiles, energy weapons, grenades, explosive ordnance, gravity traps, and black hole generators
- Each weapon has its own physics behavior and a tactical role against particular swarm patterns
Procedural Generation & Roguelike Systems
- Built procedural arena generation with randomized enemy configurations and spawn patterns
- Designed session-based progression with weapon/upgrade unlocks and persistent meta-progression between runs
- Implemented permadeath mechanics with build variety through combinatorial upgrade systems
Audio Design (FMOD Integration)
- Integrated FMOD with adaptive music that responds to combat intensity
- Implemented 3D positional audio for enemy localization and weapon feedback
Data-Driven Iteration
- Set up analytics tracking retention, session length, difficulty spikes, and player progression
- Ran 150+ playtests with recorded gameplay analysis and community surveys via Discord
- Tuned difficulty curves, weapon balance, and progression pacing on the combination of metrics and player feedback
Cross-Platform Development
- Delivered optimized builds for Meta Quest standalone and PCVR using OpenXR abstraction
- Maintained unified codebase with platform-specific performance tuning
Additional Contributions
Contributed prototype work, technical consultation, and testing for Ultra Boxing VR Advised other Ultralab teams on VR performance, comfort, and interaction design.