Hey, i'm Daniel Tunç!

I'm an independant, self-taught game-developer and tinkerer, specializing in VR. I've been nuts about virtual spaces since 2014, when I got my hands on a Oculus Developer kit whilst directing a documentary about V.R, and have been in love with the medium ever since.

My Unity VR Projects


High-Rise VR


High-Rise started as an adaptation of a script for a short-animation with a gameplay loop centered around branching narratives.Central to this was the usage and integration of Yarnspinner, an open source dialogue system framework that can be programmatically linked into gameplay. Multiple paths can be taken by the player by interacting and utilising objects in the enviroment.For this project I was responsible for the screenplay, coding and VR/XR functionality rigging, as well as assisting with gameplay design decisions.


Warehouse Project


Warehouse project was my first test project in Unity. The objective was to create an atmospheric enviroment with a variety of interactable, VR-ready enviromental assets to use. I used it to practice the workflow of recieving 3D assets from an artist and set them up to be compatible with a VR player-controller rig, as well as creating a series of interactable, programmatical 'grabbables' game-objects.I was responsible for XR/VR rigging and handling of 3D artist meshes.


Mukbang VR


The purpose of the game was to focus on an arcadey, relatively simple gameplay loop (eating as much food and navigating a level within a time limit).I was responsible for the coding, VR/XR functionality rigging, as well as assisting in design decisions.Gameplay video


Wall Of Death VR


Wall of Death is a sci-fi rogue-like FPS featuring a wide variety of features, such as an upgrade system, procedurally generated levels, a whole range of unique abilities that take advantage of physical space VR capabilities and much more. For this project, I have been getting lot more hands on with working with lightmaps, light probes, and using the shader graph as the core gameplay fundamentals got locked in.WoD has been in active development since the beginning of 2022, and has been my first attempt at a full-scale, shippable PC - VR title as an indie dev.For this project, I have been responsible for coding, XR/VR rigging, shader graph/VFX, assisting with gameplay design decisions, and handling of 3D artist meshes and AI state-machine development. As well as this, I have also integrated a baked lighting solution (Bakery) and configured it to work with the game's procedurally generated levels.Gameplay video


Unity assets used


  • VRIF

  • Bakery

  • Flatkit

  • Magic Light-Probes

  • Enemy AI