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Aether Tag - Meta Quest 3

A mixed-reality magic shooter where players defend themselves against elemental enemies in their own surroundings.

Meta Quest 3 · Team of 7 · Unity · C# · Shaders

Title Image produced with AI for presentational purposes

Aether Tag is a mixed-reality first-person shooter where players use fire, water, and grass magic to defeat enemies that appear through the headset's camera passthrough. Combining intuitive wand-and-shield controls with a whimsical art style, defeated enemies transform into butterflies rather than dying.

I worked as the technical artist, focusing on shader and material development, UI implementation, and integrating assets into the game. Working with experimental mixed-reality APIs and limited documentation, I adapted existing shaders and developed new animated materials to achieve the game's visual style. I also collaborated with the UI/UX artist to integrate and optimise menus and HUD elements for mixed-reality displays.

Alongside my technical art responsibilities, I assisted with gameplay programming and handled critical hotfixes ahead of the project's showcase.

Interested for more detail about development?
Read the full portfolio article with the button below for a deeper look and the 6 weeks of development that went into aether tag

Aether Tag - In depth

Poppin’ Paws

A cosy idle game where you play as a cat with a mission to pop as many bubbles as possible

Global Game Jam 2025 · Team of 7 · 48-hour development Unity - C#

Created for the theme “Bubble”, Poppin’ Paws began with the idea of a cosy cat game centred around popping bubbles. The concept evolved into an idle game where players could purchase upgrades to automate bubble popping, introducing increasingly chaotic and entertaining ways to interact with the game.

The game featured four unique upgrades, each with its own approach to popping bubbles. A giant paw would periodically swipe into the screen and slap random bubbles, while a pilot cat flew overhead, popping existing bubbles and spawning new ones. A vacuum cat swept across the bottom of the screen at intervals, sucking up bubbles, while smaller kittens remained permanently at the bottom, slowly but continuously popping bubbles.

I worked as a gameplay programmer, developing the upgrade system and integrating assets produced by the art team into the game. This involved bringing the different upgrade concepts into the playable experience while ensuring their assets functioned correctly within the existing gameplay systems.

Developed collaboratively by a team of seven over 48 hours, the project challenged us to turn a simple theme into a playful, upgrade-driven experience within the constraints of a game jam.

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