Unreal Engine projects, VR experiences, and interactive simulations.
Back to ProjectsMultiplayer Mixed Reality Game Demo – Unreal Engine 5
In this video, I showcase a personal Mixed Reality (MR) multiplayer game project developed using Unreal Engine 5. The demo highlights advanced gameplay mechanics, including real-time interaction, object manipulation, and the seamless blending of virtual and physical environments.
A standout feature of this project is the implementation of Meta's Spatial Anchors, which are essential for maintaining the stability and precision of virtual objects within the MR space. These anchors enable consistent alignment and positioning, ensuring that virtual elements behave naturally as players move, aim, and interact with the environment.
Throughout the video, you'll see demonstrations of: multiplayer object spawning and interaction; weapon pickup and firing systems; and persistent spatial awareness using MR anchors. This project showcases my expertise in building immersive, multiplayer MR experiences, pushing the limits of interaction design and spatial computing.
This image captures a seamless person-to-person interaction within a Mixed Reality (MR) environment. One player passes a virtual box to another, who reaches out to take it in real-time. This moment showcases the system's ability to support precise and realistic object manipulation, where multiple players can physically interact with the same virtual object simultaneously.
The ability to pass objects between players emphasizes the immersive and intuitive nature of MR, while also demonstrating the project's advanced multiplayer functionality. This interaction creates a shared, physically responsive experience, pushing the boundaries of what's possible in real-time mixed reality gaming.

Spatial anchors ensure that virtual objects remain precisely positioned and stable within the physical environment, even as players move throughout the space. This positional stability is crucial for delivering a consistent and immersive MR experience, enabling players to interact with virtual elements naturally and reliably.
By preventing drift and maintaining accurate alignment over time, spatial anchors play a vital role in creating a seamless and believable mixed reality environment where virtual interactions feel truly integrated with the real world.
For more details, see the Meta Unity Spatial Anchors Overview and the Unreal Shared Anchors Sample on GitHub .
Body occlusion is essential for delivering a realistic and immersive Mixed Reality (MR) experience. It ensures that virtual objects are properly blocked or obscured by a player's physical body, preventing them from appearing in unnatural positions or overlapping with real-world elements.
This technique allows for more natural and believable interactions, where virtual objects behave as they would in physical space. By maintaining spatial consistency and visual realism, body occlusion plays a crucial role in preserving the integrity of the MR environment, making interactions between players and virtual content feel authentic and convincing.

Actor spawning in Mixed Reality enables the dynamic creation of virtual objects within the physical environment. This functionality allows players to generate and interact with new elements in real-time, seamlessly integrating them into the existing MR space.
By supporting on-the-fly object placement and manipulation, actor spawning significantly enhances the adaptability and interactivity of the experience. It also facilitates complex multiplayer scenarios, where all participants can see and engage with the newly spawned objects, ensuring a consistent, shared MR environment that responds to player actions.
First-person horror inspired by the Chernobyl disaster
Available nowThe Forgotten Ones is a first-person horror game created in Unreal Engine, inspired by the real-life Chernobyl disaster. Developed using both C++ and Blueprints, the game features unique, complex gameplay mechanics that offer a challenging and immersive experience. This personal project showcases my skills in game design and programming, and is available to play on itch.io. It reflects a strong focus on atmosphere, functionality, and player engagement.
The Forgotten Ones – Official Trailer
The Forgotten Ones – Gameplay
Set in 1993, seven years after the Chernobyl disaster, the game follows the story of Frank Mosser, an American radiation protection technician. After surviving a car accident in the dead of night, Frank awakens injured and alone inside the Chernobyl exclusion zone.
Knowing the only chance of survival lies in finding medical supplies, Frank navigates toward an abandoned hospital, using his knowledge of the area. But as he soon discovers — he's not alone.
As the player, your objective is to navigate a hostile environment and collect three essential survival items scattered throughout an abandoned hospital and factory. Stealth is critical, as the area is patrolled by mutants capable of detecting you through both sound and light.
To survive, you must carefully manage your movement and flashlight usage — mutants will react to footsteps within a certain range or visible light in dark corridors. Staying hidden, remaining still, and avoiding direct contact are key strategies for evading detection and escaping the facility alive. The game emphasizes tension, resourcefulness, and atmospheric stealth mechanics to deliver a suspenseful survival experience.
Merging Games and Data Science
Stage Runner is a self-developed project using Unreal Engine, Spring Boot, and Jupyter Notebook. The purpose of this project is to showcase the ability to visualize continuous player data using Jupyter Notebook.
A custom Spring Boot back-end was developed to handle data storage and communication through REST APIs. The Unreal Engine-based game, Stage Runner, interacts with these APIs to send and retrieve real-time player data, demonstrating seamless integration between gameplay and backend analytics.
Stage Runner integrates a game built in Unreal Engine with a Spring Boot back-end and Jupyter Notebook to demonstrate real-time player data visualization. The project's core objective was to showcase how player metrics collected during gameplay could be captured, stored, and visualized.
The back-end service was developed using the Spring Boot framework, featuring:
The Unreal Engine game interacts directly with these APIs, sending and receiving player data such as actions, session metrics, or progression checkpoints. These data points are then visualized using Jupyter Notebook, highlighting data tracking, analysis, and seamless full-stack integration.
3D World War II Car Combat Game
The Honored is a self-developed, 3D car combat game created using the Unity cross-platform game engine. The game features classic vehicle-based combat mechanics and is inspired by World War II themes and settings.
In this mission-based experience, the player takes control of an M3A1 scout car, tasked with infiltrating a small town near Berchtesgaden, Germany to secure a strategic foothold for Allied forces. Players must navigate hostile territory during the early hours of the morning, eliminating German scouts and tank patrols while coordinating with their squad. The game includes a 10-minute mission timer, adding urgency and tactical pressure to the operation.
View on GitHub