
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.