Kenechukwu Umelo
Technical Game Designer | AI • Gameplay Systems • Open World • XR


Role: Programmer II
Tenure: March 2022 - December 2023
Genre: Simulations
Engine & Software:



Overview:
I began at King Crow Studios as a contractor on the VRTP-B52 project. After a few months, my performance earned me a full-time programmer role.
This position rapidly advanced my scripting skills, moving from VR simulations to backend multiplayer systems. In addition to programming, I collaborated with designers and artists, worked with quality assurance, and took on multiple responsibilities to support the team in a small-studio environment.
VRTP-B52
Contracted fully immersive military training system for the United States Air Force.
Work on Single Player
Upon joining the team, I was immediately assigned to an older version of VRPT-B52 using SteamVR. I had to convert its VR plugin from SteamVR to Unity's XR Interaction Toolkit. In doing so, I contributed to several aspects of this transition.
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Rescripted UI interaction logic to support new XR interaction systems.
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Recreated 20+ training simulations utilizing ScriptableObjects covering various areas of the aircraft.
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Support in testing over 10+ training simulations, noting issues and verifying fixes in the process.
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Fixed 50+ bugs in areas including audio, simulations, automation events, and systems, maintaining stability.
My Work on Multiplayer
Through collaboration with programmers and quality assurance, I learned to script multiplayer content, expanding the simulation experience to enable up to three users to complete training modules together.
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Scripted network systems using Unity's GameObjects with Netcode to sync several systems (Radios, Knobs, and Cockpit Buttons) over the network.
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Designed lobby scene and scripted up to three players to queue up at a time.
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Fixed the majority of syncing issues with event calls via UI hover interactions.
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Supported in weekly testing with all training simulations, ensuring a polished multiplayer experience.
S.T.E.P.S TRAINING XR
Working on S.T.E.P.S XR allowed me to be more creative with the training simulations and modes. I utilized the HurricaneVR plugin, which was fun to learn and experiment with before diving into tasks.
As a designer on this project, I had ownership over creating a training simulation and game mode from the ground up.
Fire Safety Training Simulation
Since most of the simulation reuses 90% of the systems from VRTP-B52, I focus on assembling the simulation.
Here is what I did:
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Designed level layouts for both office and warehouse locations for fire training simulation.
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Rescripted grabbable fire extinguisher logic, resolving underlying interaction issues.
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Implemented new interaction mechanics into existing simulation systems from VRTP-B52.
Weapons Training Mode
From prototype to completion, I worked on all parts of the weapons training mode, including gameplay, UI, and setup menus. Some of this included:
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Designed level layouts for two weapon training locations.
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Scripted initial menu setup scene for users to customize their weapon training experience with weapons, targets, and location.
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Implemented Audio and VFX library systems to reference audio or effects via strings rather than hard referencing.
Interactable systems and weapon assets are provided by HurricaneVR.
Mall Cop Madness (Unreleased)
Semi-open-world multiplayer stealth-and-chase where hooligans complete disruptive task games while the taser-wielding Mall Cop hunts, carries, and books them into jail to score! In April 2023, the team spun up an idea for this fun multiplayer party game, which went immediately into development throughout 2023.
I have permission to replicate concepts of my work in-engine that don't reflect the current state.




Technical Design
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Prototyped and iterated on five mini-games from concept to completion.
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Implemented custom NPC creation tools to reduce time in populating and animating NPCs in the world.
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Contributed towards polishing features for gameplay mechanics and multiplayer features.
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Pitched and executed ideas in design sessions for creating debug tools to improve testing efficiency for new mechanics.
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Fixed numerous bugs within several realms of the game, such as UI, network, minigames, and audio.
Game Programming
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Extended Normcore's microphone input logic to feature an optional input and output audio selection.
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Handled sound logic using Unity's mixer audio to allow players to adjust audio for proximity chat and game volume.
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Implemented several sound VFX scripts for game objects and scripted ambient sound managers in the game environment.
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Worked on implementing multiplayer features, such as player icons to identify players in the open space.
Quality Assurance
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Participated in weekly playtesting sessions to help with passing JIRA tickets and bug checks.
Concepts of Minigames I Did

Button Click
The very first minigame I worked on in this project. The goal of this game was to be simple and easy to complete.

Slider Bar
I initially pitched this minigame and implemented it using the pinning slider system from the WWE 2K games as a reference.

Button Switch Clicking
I took on this minigame as a design challenge for myself, as I had to implement a way to toggle between both left and right mouse clicks.

Color Mixing
This is my favorite minigame I've done for this project! I took inspiration from how my sister uses her hair color products and used it to craft this minigame.

Item Tagging
The last minigame I worked on was before moving on to different tasks for the project. This one just needed to be simple. I brainstormed it as a scanning system similar to a grocery store when checking items out.