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Gameplay Programmer with 4 years of professional experience in the games industry (2 shipped games) in addition to personal video game projects. Skilled in Unity/C#, C++, and TypeScript, with experience building gameplay systems for mobile and VR.

Andy Grütter

Citadel

Studio: OZWE Games

Genre: Co-op action-adventure
Platform: Meta Horizon Worlds (VR / Mobile)

Tech used: Meta Horizon Worlds (TypeScript) / Unity (C#)
What I did:

  • Implemented AI systems for enemies, two boss encounters, and a companion character.

  • Developed gameplay systems including combat mechanics, environmental interactions, and puzzle gameplay.

  • Optimized gameplay systems for performance and frame stability on mobile VR hardware.

  • Contributed to Unity/C# level-building tools that improved designer iteration workflows.

  • Contributed to one of the first LLM powered NPCs in Horizon worlds, which increased playtime by almost 15%

Achievements:

Recognized by Mark Zuckerberg at Meta Connect 2023 as one of the most fun social VR games (https://www.youtube.com/clip/UgkxwdNZpMV6FXT9_ZuxE3HWeUG5ervm6OaU)

The Village

Studio: OZWE Games

Genre: Village building/simulation
Platform: Meta Horizon Worlds (Mobile)

Tech used: Meta Horizon Worlds (TypeScript) / Unity (C#)
What I did:

  • Implemented core economy and progression systems including resource production, worker assignment, building upgrades, and resource collection.

  • Developed villager AI pathfinding

  • Designed and implemented gameplay mechanics including risk/reward production systems and interactive village events.

  • Implemented gameplay UI supporting economy, production, and progression systems.

  • Collaborated with designers to prototype and iterate on gameplay features throughout development.

Mythic Mage

Team: Solo developed using art from the Unity Asset Store

Genre: VR rogue-lite action RPG
Platform: Meta Quest

Tech used: Unity (C#)
What I did:

  • Designed and implemented all gameplay systems as a solo developer over a two-year development cycle.

  • Developed melee and ranged combat systems, VR interaction systems, enemy AI, progression systems, shops, upgrades, save/load functionality, and environmental hazards.

  • Integrated procedural dungeon generation using Dungeon Architect to support replayable rogue-lite gameplay.

  • Self-published commercially on Meta Quest.

Achievements:

  • Accepted into Meta Oculus Start program

  • Featured on SideQuest (indie VR game platform) front page

  • 4.0★ rating on Meta Quest store (45 reviews)

The Man from the Graveyard

Team: Student project (Team of 3)

Genre: Narrative adventure game
Platform: PC

Tech used: Unity (C#)
What I did:

  • Developed a modular component-based interaction framework enabling designers to extend gameplay functionality without additional code.

  • Implemented gameplay systems, interaction mechanics, and core game logic in Unity/C#.

  • Created a dialogue system with external text parsing and in-game presentation.

Achievements:

Selected for exhibition at the Swiss National Museum as part of a video game exhibit https://hub.hslu.ch/informatik/von-studierenden-entwickelt-ihr-horror-game-schaffts-ins-museum/ (german)

Shayna and the Temple of Ice

Team: Student project (Team of 3)

Genre: VR puzzle/adventure game

Platform: Meta Quest

Tech used: Unity (C#)

What I did:

  • Sole programmer responsible for gameplay systems, puzzle mechanics, AI behavior, and VR interactions.

  • Developed reusable puzzle systems enabling the designer to create escape room style puzzles.

  • Implemented AI companion behavior. The player collaborates with the wolf companion to solve puzzles throughout the game.

  • Collaborated closely with the artist and game designer to translate design concepts into gameplay systems.

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