VR Search Room

Used by 80+ employees of Dutch law‑enforcement agencies during active development and still in use today.

Impact
• 30 % cost reduction compared to physical training assets.
• 42 % increase in user engagement vs. PDF instructions (research paper).
• Demonstrated to 4+ agencies, consistently well received.

Tech stack
Unity 6 | C# | .NET | VSCode | XR Interaction Toolkit | Meta Quest 3 | Git | Blender | Zotero | Google Scholar.

What I did
Environment & Interactions – Designed a physically realistic apartment with pick‑up objects, doors, drawers, keys and interactive paintings.
Safe‑Puzzle System – Implemented an MVC‑based controller that uses serializable dictionaries for easy extension of new puzzles.
Tutorial UI – Built a user‑friendly video tutorial + controller tooltips to lower the learning curve.
Research – Authored a comparative study on VR vs. PDF instruction effectiveness.

Design patterns
• MVC (Model – PasswordElement, View – LockElementSwitcherUI / SafeLockSectionHint, Controller – PasswordProgressTracker)
• Observer (for loose coupling)
• State (light & door status)

Key decisions

  • Chose XR Interaction Toolkit over Meta’s SDK for cross‑platform future‑proofing.
  • Switched from locomotion to teleportation after user feedback reduced dizziness from 50 % → 10 %.
  • Designed for seated play: teleportation + chair‑based movement; no need to stand or crouch.

See more

Research Paper

VR in Action

First‑person action RPG (code‑name: Archibald)

This image is an AI-generated impression for illustrative purposes only and does not reflect exact visuals or final design.

An on-going collaboration with a famous YouTube content creator on creating a first-person action RPG PC/consoles videogame. The project is confidential.

Impact:

  • Architected and refactored the core combat system using C# and .NET, implementing advanced design patterns which improved average FPS by 20%.
  • Lead a cross-functional team of developers and artists to integrate Parkour and Quest systems, resolving inter-system dependencies and optimizing runtime stability, laying the groundwork for advanced enemy AI and behavioral systems, helping the project to reach an MVP state to request further funding from publishers.

Tech stack
Unity 6 | C# | .NET | VSCode | Git | Jira

What I did
Combat System Base – Designed and developed a core of combat system, including bi-directional interaction between player combat actions and in-game enemies.
Enemy AI – Designed the architecture to support future implementation of advanced Enemy AI and Behavior Trees which ensured comfortable and well-coordinated work on code for more than 5 software developers in team.
Parkour System – Assisted other software developers in fixing bugs in parkour system.
Player Locomotion – Contributed to the main character pool of moves by adding dodge, lunge, punch after parry and slide.

Design patterns

  • Facade (orchestration of smaller combat-related subsystems).
  • Observer (for comfortable object communication).
  • State Machines (comfortable enemy and player state management).
  • Factory (separate place for VFX instantiation).
  • Event Bus (better control on events for certain entities).
  • Object Pooling (optimization).

Key decisions

  • Using state machines of various complexity depending on the entity state count.
  • Switched from HDRP to URP for better long-term Unity support and project performance optimization.
  • Using real-life martial arts experience, added variations to player parry + counterattack sequences.

Project Mako

A top-down view, 6-wheel armored vehicle shooter inspired by Mako from Mass Effect.

Impact

  • Built a complete, self‑contained gameplay loop that showcases advanced vehicle mechanics, AI, and UI.
  • Achieved >30 FPS on mid‑range hardware by using object pooling for all projectiles and DOTween for timed animations.
  • Demonstrated a modern event system (ScriptableObject + Action events) that decouples gameplay logic from UI, making the codebase easy to extend.

Tech stack
Unity 6 | C# | .NET | VSCode | DOTween | Git | Blender

What I did

  • Vehicle & Controls – WASD movement, nitro boost, camera follow, heat‑based engine animation (flames under the Mako).
  • Weapon System – Main cannon with overheating logic, machine‑gun burst, missile launcher; all instantiated via a factory and pooled to avoid GC spikes.
  • Enemy AI – Turrets that shoot at you automatically; Crab monsters powered by a simple state machine: Idle → Pursue → Attack → Die.
  • Radar & Signal Towers – Radar shows enemies and bonus boxes; signal towers block the radar until destroyed, adding tactical depth.
  • UI / HUD – Health, shield (auto‑regenerating), overheat meter, radar overlay, entity scanner that displays an enemy’s name and health when aimed at it.
  • Main Menu – Sound settings, Play button, separate “Mako” view; settings are not yet serialized but the UI is ready for future persistence.
  • Visuals & Effects – Rotating bonus boxes (DOTween), bullet trails, particle effects on missile impact, heat glow on the cannon when overheating.

Design patterns

  • Factory (a separate entity responsible for bullet creation).
  • Object Pooling (optimization technique for bullet management).
  • Observer (enables loose coupling between gameplay systems and UI).
  • State machine (controlling enemy AI transitions).

Key decisions

  • Object pooling for all projectiles → eliminates runtime allocations, keeps frame rate stable.
  • DOTween for rotating bonus boxes and other timed animations → clean, performant tweens without custom coroutines.
  • ScriptableObject events to replace hard‑coded callbacks → scalable event handling across scenes.
  • Radar signal blocking mirrors Mass Effect’s tactical gameplay, providing a familiar yet fresh mechanic.
  • Vehicle heat feedback (flames + overheat meter) gives instant visual cues and encourages strategic weapon use.

See More

Github: https://github.com/tall-horse/Pahutich-Project-Mako

Play Project Mako: https://pahutich.itch.io/project-mako