Between Floors
Anomaly-spotting horror set in an elevator. Spot what's wrong before the doors open.
8+ years in Unity and C#. 10+ VR titles self-published on the Meta Quest Store, plus mobile hits past 100k installs. I own the full pipeline — concept, prototype, art direction, store-page optimization, release.
Filter by platform. Self-published on Meta Quest as a solo developer — certification, launch and live updates handled independently.
Anomaly-spotting horror set in an elevator. Spot what's wrong before the doors open.
Survive and scheme inside a VR prison. My strongest-validated concept by wishlist conversion.
A western-flavored VR action game.
Classic backgammon grown to ~200k users, sustaining revenue through ad monetization for four years.
3D real-time multiplayer game (Sourena Games / Zula). Client and server-side Unity work in a production team.
Cross-platform metaverse (Android, iOS, WebGL) from one Unity codebase. PUN2 networking, Vivox voice, ReadyPlayerMe avatars — 10 concurrent players per room.
Building a VR app combining real-time AI conversation with an embodied avatar — Reallusion avatars with automated lip-sync, Google Street View inside VR, TTS via Google & ElevenLabs, and in-headset heart-rate biometric feedback.
Published VR games on Meta Quest and mobile titles on multiple stores. Owned the full pipeline from concept validation to live updates. Grew a backgammon title to ~200k users.
Mentored 50+ students across Canada, the US and Australia through VR/AR and Unity bootcamps, taking them from first principles to shipped portfolio projects.
MRTK Passthrough sample ↗Built a cross-platform metaverse shipping to Android, iOS and WebGL from one Unity codebase. Networked with PUN2, spatial voice with Vivox, avatars with ReadyPlayerMe — 10 concurrent players per room with stable real-time sync.
Contributed to Hoomeez, a 3D real-time multiplayer game for PC and mobile — client and server-side Unity development within a production team.
OpenXR, Oculus SDK, Meta Quest publishing, MRTK, passthrough & mixed reality, VR interaction & comfort design.
C#, SOLID, dependency injection, design patterns (state machine, observer, singleton), decoupled maintainable architecture.
PUN2, Mirror, LLAPI / Unity Transport, Vivox voice chat, ReadyPlayerMe.
Engine workflow, asset management, build pipelines, performance profiling for mobile-class hardware, testing & QA.
GDD authoring, mechanics, level design, player experience, narrative design, store-page optimization.
Git, Jira, Trello, Miro, Confluence, Slack, Figma.
Open to VR / Unity contract and full-time work. Based in Muscat (UTC+4), open to relocation.