VR Developer & Gameplay Programmer

Justin Salanga

VR Developer and Gameplay Programmer with 10+ years of software engineering experience, 3+ years focused on complete game releases, and a track record of shipping polished systems under tight production windows.

Strongest in Unity VR/XR, tactile interactions, gameplay architecture, Unreal C++, AI, tools, and small-team technical leadership.

7 published titles · Award-winning VR work · Unity VR/XR · Unreal Engine 5 C++ · 100+ students mentored
Gameplay Reel

Proof that ships.

The work is small-team and deadline-driven, but the systems are built with the clarity expected from senior engineering.

10+ years software engineering
3+ years gameplay focus
7 published titles
100+ students mentored

Honey & Hemlock: 1st Place Enjoyment · 1st Place Presentation · 2nd Place Use of Theme

Featured systems work.

Four flagship case studies carry the main portfolio story: solo VR interaction craft, team VR combat, Unreal C++ systems, and production tooling under pressure.

Supporting case studies.

These pages add breadth without competing with the flagship work: technical leadership, ability design, Unity architecture, and fast systems prototyping.

Aeromancy

Technical lead on a 5-person wizard action game. Modular skills, enemy AI, character controls, and Timeline cutscenes.

Unity · C# · URP · Behavior Trees · ScriptableObjects · Timeline

Cook-n-Dash

Solo cooking prototype focused on OOP architecture, state persistence, flexible recipe validation, scoring pressure, and restart loops.

Unity · C# · URP · OOP architecture · State management

Scrappy Ball

Drag-spin pitching, hidden hit-zone challenge, game-state flow, contextual audio, camera priority, and replay sequence.

Unity · C# · HTML5 · Splines · Cinemachine

Systems I build.

My strongest work sits where design intent meets engineering execution: tactile player input, clear internal architecture, and tools that let a team move faster.

VR / XR Development

  • XR Interaction Toolkit systems
  • Physics-based grabbing, throwing, pouring, dripping, stirring, and delivery mechanics
  • Full-body IK and controller-driven avatar behavior
  • PCVR, Quest-tested, SteamVR, OpenXR workflows

Gameplay Systems

  • Combat, ability, recipe/crafting, dialogue, and game-loop systems
  • Event-driven gameplay architecture
  • ScriptableObject data models
  • State-persistent mechanics

Unreal / C++

  • Gameplay Ability System
  • Gameplay effects, tags, cues, cooldowns, and attributes
  • Behavior Trees and AI Perception
  • C++ systems exposed to Blueprint

AI And Characters

  • Enemy state management
  • Patrol, chase, attack, interrupt, and cooldown behaviors
  • Ragdoll knockback and hit reactions
  • Boss phase logic and encounter sequencing

Tools And Workflows

  • Custom Unity editor tooling
  • Designer-facing dialogue workflows
  • Technical documentation
  • Agile delivery, code review, and mentorship

Senior software depth, focused into gameplay.

I came into games with a long software engineering foundation: web applications, SQL-backed systems, tools, architecture, and full lifecycle delivery. That background shapes how I build gameplay. I care about the moment-to-moment feel in the player's hands, but I also care about the code staying readable, extensible, and practical for a team under deadline pressure.

My recent work has focused on Unity VR/XR, gameplay systems, Unreal C++, custom tools, and rapid playable delivery. I have led small cross-functional teams, joined projects midstream to stabilize delivery, and mentored more than 100 students through Unity, C#, code review, and programming fundamentals.

I am strongest where a mechanic is still ambiguous: breaking it down, building the first playable version, tightening the feel, and leaving behind systems that other developers and designers can actually work with.

Looking for senior gameplay, Unity VR/XR, or lead gameplay engineering work?

I am open to remote roles and hybrid opportunities in California, with a focus on gameplay systems, VR/XR interaction, immersive simulation, and teams that value technical ownership.

Prefer to inspect the work first? Start with Honey & Hemlock, Mascot Wrestling, Sunset Hollow, or the GitHub repositories.