Unannounced IP-Based AAA VR Title (2026)
Project Details
Role: Senior Gameplay Engineer
Project Type: Professional - Sanzaru Games @ Meta
Engine: Unreal Engine 5
Platform: VR
Language: C++
Status: Canceled
About
This was a AAA IP-Based VR title that was unfortunately canceled, due to Sanzaru Games being shut down as part of Meta’s strategy shift. During pre-production, I was promoted to Senior Gameplay Engineer, receiving more responsibility for designing and implementing traversal, combat, and other core character-related systems. Project is still under NDA.
Development COntribution
Player Movement / Traversal
Key contributor towards designing and implementing 10+ player traversal mechanics.
Received full ownership of the swimming movement mechanic, where players can swim using controller inputs and performing complex gestures, such as breaststrokes. This feature was prototyped during pre-production and was approved by directors to move into production.
Expanded on the traversal system to allow designers the ability to specify how traversals can be interacted with based on other contexts besides input (Ex: Walking, sprinting, falling, etc.), creating a smoother moment-to-moment gameplay when chaining together different traversals.
Improved the targeting calculation for the grapple ability to better determine a grapple point along multiple authored splines and points in a level, keeping aim reticle more steady while also ensuring framerate is performative.
Combat
Key contributor to the player takedown system, a core system used for the player to subdue unaware AI enemies during stealth sections for the game. I architected and developed 4 complex, environmental takedowns the player can perform on enemies.
Created a gesture-based attack to stun nearby enemies during hand-to-hand combat sequences.
Created a flying kick attack ability, where players can perform a dive kick to knockout unsuspecting enemies.
Player Items
Designed and prototyped an item that allowed the player to create a zipline and traverse it.
Designed and implemented a key item that allowed the player to grapple from various heights and distances.
Architected and implemented an item input manager system to easily add/remove item interaction inputs efficiently based on environment context or being held by player through Unreal’s Enhanced Input system.
World Subsystem
Architected and developed the time dilation manager subsystem, a system used across the project to create various slo-mo effects with different parameters, such as using ease-in effects or setting a timer, during combat and cinematic events.
Analytics
Collaborated with the engineering tools team to setup telemetry events for testing different input schemes for sprint and detecting player quick reset events (Ex: Falling into a hazard). This enabled designers to make more effective decisions from internal playtest sessions, such as deciding default input for sprint and iterating levels more efficiently.
Optimization
Created a new capsule collision component used by characters to adjust the half height when transitioning between standing and crouching without needing to make additional transform updates to every child component (Ex: Skeletal Mesh Component).