
Gorilla vs 100 – Lead Developer / Technical Designer
Platform: Meta Quest 2 & 3
Engine: Unity (URP, XR Interaction Toolkit)
Role: Systems Programmer, Gameplay Designer, Environment Designer
Timeframe: April 2025 (2 weeks)
Engine: Unity (URP, XR Interaction Toolkit)
Role: Systems Programmer, Gameplay Designer, Environment Designer
Timeframe: April 2025 (2 weeks)
Gorilla vs 100 is a single-player VR prototype where you play as a massive gorilla fending off waves of tiny human NPCs. Built for standalone VR, the game focuses on exaggerated physicality, satisfying combat, and a strong sense of scale and presence.
Key Contributions
Locomotion Integration & Tuning:
Adapted the open-source Gorilla Tag locomotion system for use in a combat-heavy single-player setting. Modified parameters such as movement weight, hand stickiness, and jump responsiveness to amplify the gorilla’s sense of power and control.
Adapted the open-source Gorilla Tag locomotion system for use in a combat-heavy single-player setting. Modified parameters such as movement weight, hand stickiness, and jump responsiveness to amplify the gorilla’s sense of power and control.
Punching & Combat Mechanics:
Developed physics-based punching and throwing interactions that let players launch human NPCs with force and flair. Tuned hit reactions, ragdoll physics, and hit detection to maximize impact and spectacle.
Developed physics-based punching and throwing interactions that let players launch human NPCs with force and flair. Tuned hit reactions, ragdoll physics, and hit detection to maximize impact and spectacle.
Feeling of Scale & Presence:
Focused heavily on reinforcing the gorilla's size and strength through controller feedback, environmental scale, animation timing, and sound design. Everything from object sizes to punch force was calibrated to enhance the fantasy of being a towering, unstoppable creature.
Focused heavily on reinforcing the gorilla's size and strength through controller feedback, environmental scale, animation timing, and sound design. Everything from object sizes to punch force was calibrated to enhance the fantasy of being a towering, unstoppable creature.
Game Loop & Encounter Design:
Designed short, replayable rounds where the player defends against swarms of NPCs with increasing intensity. Balanced pacing, enemy behaviors, and environment layout to encourage physical engagement and flow-state play.
Designed short, replayable rounds where the player defends against swarms of NPCs with increasing intensity. Balanced pacing, enemy behaviors, and environment layout to encourage physical engagement and flow-state play.
Environment Design & Optimization:
Built a jungle-like arena scaled to feel small beneath the gorilla’s presence. Optimized assets and physics for smooth performance on Meta Quest headsets, maintaining responsiveness and stability even during chaotic action scenes.
Built a jungle-like arena scaled to feel small beneath the gorilla’s presence. Optimized assets and physics for smooth performance on Meta Quest headsets, maintaining responsiveness and stability even during chaotic action scenes.




