Personal Project
Wizards Chess VR
Role
Programmer & 3D Artist
Year
Nov 2017- June 2019
Tools
Unity, C#, Blender, Python, Figma
In 2017 I decided I wanted to make games, so I spent the next 2 years building Wizards Chess VR to discover what I wanted to do within game development. I found I loved all of it! With a few small exceptions, I made all the models, rigs, animations, VFX and wrote the shaders, tools, and gameplay/UI behaviors.
My design goals were to stay within the bounds of the Wizarding World's rules and make the experience feel like it did in the book and movie. I referenced existing in-universe material extensively for both presentation and content.
For the destruction system, breaking 6 characters apart manually with pure poly modeling would have been faster, but I was learning tool-writing and Python at the time. Now I'd use Houdini's destruction tools for this type of work. For character rigs, since they're almost all symmetrical, I wrote a script combining existing Blender functionality to mirror bones and skin weights from one side to the other.



My Impact
Solo developer responsible for the entire project—3D modeling, rigging, animation, VFX, shader writing, tool development, and gameplay/UI implementation using Unity, Blender, Substance Painter, C#, and Python.