Panamarenko's Workshop
Walk in Panamarenko's world and fix his machines in your workshop.
Summary
This VR game was developed as part of a group project during my game development studies. The goal of the course was to deliver a polished and replayable VR experience, with a strong focus on intuitive player interaction, performance, and overall user experience in virtual reality.
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In addition to technical development, the project emphasized team collaboration and client communication. We worked closely with our clients, DAE Research and the Panamarenko Foundation, following industry-standard workflows and development practices throughout the project.
Unity | C# | MetaSDK | Perforce | HacknPlan




My Role
I was responsible for programming core gameplay mechanics of the experience. This included interactive VR systems such as changing the beetle’s wing and pumping the car’s tire, ensuring these interactions felt natural and responsive in VR.
Alongside gameplay programming, I took ownership of the VR technical setup. I researched and evaluated the available Unity VR SDKs, handled platform-specific configurations, and ensured that weekly builds were stable and functional on the target hardware.
Challenges & Highlights
One of the main challenges was that the project had to run on the Meta Quest 3, and none of the team members had prior experience developing VR games. Since I own a Quest 3 myself, I had some initial familiarity with the platform, but there was still a significant learning curve for the entire team.
Together, we conducted extensive research into best practices for VR development in Unity, including performance considerations, interaction design, and SDK selection. During production, we encountered numerous issues such as VR-specific bugs, build failures, and headset crashes. Because of my growing expertise, I became the go-to person for VR-related problems, helping teammates debug issues and keep development moving forward.
Visual Studios
Unreal Engine 5
Unity 6

What I Learned
This project taught me how to build and maintain a VR project from prototype to production, with a strong focus on stability and user experience. I gained hands-on experience with VR SDKs, platform constraints, and performance optimization for standalone headsets like the Quest 3.
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Additionally, I learned the importance of clear communication, documentation, and team support when working with unfamiliar technology. Helping others solve VR-related issues reinforced my problem-solving skills and strengthened my ability to work in a technical leadership role within a team.