I am a Gameplay Engineer, Technical Game Designer, and XR Developer with hands-on experience building interactive gameplay systems and immersive XR applications using Unity and Unreal Engine across PC, mobile, and VR platforms. Specialized in C# gameplay programming, XR interactions, AI-driven mechanics, multiplayer systems, and performance optimization, with a strong QA foundation that enables early identification of gameplay issues and delivery of stable, production-ready builds. Experienced in collaborating with cross-functional teams (engineering, design, research, and QA) to develop scalable systems for enterprise XR training, research-driven VR gameplay, and real-time interactive simulations.
"Designing experiences is more than code, it's about bringing imagination to life."
California State Polytechnic University, Pomona
Master of Science in Computer Science (2023 – 2025)
Atmiya Institute of Technology and Science, India
Bachelor of Engineering in Information Technology (2016 – 2020)
Evaluating Motion Sickness Factors in VR: The Role of Navigation, Interaction, and Environmental Effects
Master’s Thesis — California State Polytechnic University, Pomona (2025)
- Research-focused VR study analyzing motion sickness, comfort, and immersion across different locomotion mechanics (jet packing, web-swinging, free locomotion) and interaction complexity.
- Developed two custom, space-themed, narrative-driven VR gameplay prototypes (Intergalactic Ranger) in Unity (URP) and evaluated them against a commercial VR benchmark (Swarm VR) using Meta Quest 3 / 3S.
- Conducted a controlled user study with 33 participants, applying VRSQ and MSQ metrics to derive design guidelines for comfortable, immersive VR experiences.
- Findings contribute to best practices for VR gameplay, training simulations, and immersive system design. Download Full Thesis (PDF)
Cal Poly Pomona - Remote, CA | Jan 2026 – Present
- Leading R&D for an AI/ML-based VR Smart Manufacturing project, integrating predictive data models into immersive workspaces.
- Developing high-fidelity VR flight simulators for research and training, focusing on aerodynamic accuracy and control mapping.
- Investigating VR Sickness (VIMS) through a master's thesis, currently preparing for publication. The study establishes industry comfort standards by analyzing locomotion mechanics (jet-packing, web-swinging, free locomotion).
Elite Neuro — Remote, CA | Jun 2025 – Jan 2026
- Developed and optimized interactive VR gameplay systems in Unity using C#, focusing on performance, scalability, and immersive interaction design for cognitive training applications.
- Integrated and optimized 3D assets, lighting, and rendering pipelines, improving runtime stability and visual clarity across multiple VR form factors.
- Collaborated with cross-functional teams (engineers, designers, researchers) to prototype and iterate on XR modules, incorporating user feedback to improve interaction flow and usability.
- Authored technical documentation and UX guidelines, reducing onboarding time for new contributors and ensuring consistency across XR builds.
Delta Air Lines — Atlanta, GA | Jan 2025 – May 2025
- Designed and developed two physics-based XR training simulations in Unity (C#) used by 2,000+ operational staff, supporting enterprise onboarding and safety training initiatives.
- Led pre-production planning, asset integration, and technical support, ensuring XR applications met performance, usability, and learning objectives.
- Coordinated and executed large-scale XR simulation testing events spanning 3 days and 200 participants, collecting user feedback and driving data-informed design improvements.
- Managed and optimized LiDAR-based asset pipelines using Artec Leo, Artec Studio, and Blender, maintaining version-controlled XR environments and UI systems.
BooBoo Games — Ahmedabad, India | Jul 2022 – Aug 2023
- Led end-to-end development of 10+ Unity and Unreal projects, coordinating QA, development, and art teams to deliver on schedule across mobile, PC, and WebGL platforms.
- Designed and integrated gameplay mechanics, UI/UX systems, and multiplayer levels, improving player engagement and retention metrics.
- Optimized physics and rendering systems using Unity, C#, and OpenCV, ensuring technical accuracy while maintaining creative intent.
DesaniXR — Remote, India | Dec 2021 – Mar 2022
- Developed and deployed multi-platform games and XR applications using Unity and Unreal Engine, introducing new features and improving existing workflows.
- Built and integrated 3D environments, animations, and interaction systems, collaborating closely with artists and animators to deliver polished, production-quality experiences.
- Mentored junior developers and interns, improving code quality, performance awareness, and Unity best practices across the team.
TimeLoop Technologies Pvt. Ltd. — Remote, India | Nov 2020 – Dec 2021
- Designed, developed, tested, and debugged 2D and 3D games for PC, Android, iOS, and WebGL using Unity and C# with object-oriented programming principles.
- Integrated analytics and telemetry systems to track player behavior and retention, contributing to a ~20% improvement in user engagement.
- Implemented in-app purchases (IAP) and ad monetization systems (banner, rewarded ads), supporting scalable monetization strategies.
- Collaborated in Agile development cycles, maintaining version control, QA documentation, and stable release pipelines.
Tech: Unity, Meta SDK, Photon Fusion 2, Shared Spatial Anchors
- Developed a robust Custom Colocation Engine (
ColocationManager) to facilitate seamless local spatial synchronization between multiple headsets in a shared physical environment. - Created a specialized Alignment Architecture using a custom
AlignmentManagerthat utilizes mathematical logic to align the virtualOVRCameraRigwith shared physical coordinates via spatial anchors. - Implemented Networking & Discovery Logic using asynchronous tasks to manage session advertising and discovery, ensuring low-latency anchor loading across a distributed network.
- Industry Application: Designed for multi-user industrial training and collaborative digital twin inspection. Source Files
Tech: Unity Sentis (ONNX), MediaPipe, Meta Passthrough API, OpenXR
- Built a Real-Time Pose Estimation Pipeline using Unity Sentis to execute MediaPipe ONNX models locally on the headset, eliminating the need for external cloud processing.
- Developed a Spatial Visualization System (
SkeletonVisualizer) that maps 33 viewport joints to 3D world space using a custom raycast-based depth fallback system. - Integrated Sensor Fusion techniques, combining raw passthrough camera feeds with spatial camera poses to generate 1:1 scale virtual skeletons within the user's physical environment.
- Industry Application: Focused on ergonomics analysis and hands-free gesture control for smart manufacturing. Source Files
- Research-driven VR gameplay experience developed as part of a graduate thesis.
- Implements jetpack locomotion, web-swinging traversal, combat systems, environmental hazards (black holes), and zero-gravity navigation.
- Designed to study VR comfort, immersion, and interaction complexity through controlled gameplay mechanics. Watch Video | Watch Video | Source Files | Prototype
- Experimental VR project focusing on interactive mechanics and player feedback loops.
- Emphasizes rapid prototyping and VR interaction design. Source Files
- Mixed Reality experience combining real-world spatial awareness with virtual gameplay elements.
- Explores MR interaction, spatial anchoring, and immersive gameplay blending physical and digital environments. Source Code
- Multiplayer MR experience featuring environmental hazards, collaborative gameplay, and spatial navigation.
- Designed to test player coordination and shared mixed-reality spaces. Source Code
- First-person 3D maze shooter featuring enemy AI without NavMesh.
- Implements raycast-based vision, state machines, obstacle avoidance, and combat behavior.
- Focused on AI perception, decision-making, and emergent navigation. Source Code | Watch Video
- Built for a foundation eligibility assessment to demonstrate AI reasoning.
- Features rule-based strategic AI (win, block, center, corners) without Minimax.
- Highlights clean game-state management and decision prioritization. Source Code
- Procedural top-down shooter with dynamic level generation, combat systems, and visual effects.
- Designed for replayability and system-driven gameplay flow. Watch Video | Source Files
- prototype featuring a procedurally generated infinite road loop engineered from scratch for seamless environment looping.
- Implements custom 3D car physics, dynamic obstacle avoidance, and performance-optimized object spawning for browser-based platforms. App Listing
- Interactive 2D educational game designed to introduce musical instruments to young learners.
- Emphasizes audio-visual feedback, touch-based interaction, and child-friendly UI/UX principles. App Listing
- iOS-based 2D educational game built in Unity, focused on cause-and-effect learning through playful interaction.
- Designed for engagement, repetition, and intuitive input tailored to early learners. App Listing
- Designed and implemented a memory card game with responsive UI and smooth animations.
Watch Video | Source Files
- Created lightweight browser-based games using HTML, CSS, and JavaScript.
Source Files
- Modular audio management system supporting BGM, SFX, UI SFX, pooling, and runtime control.
- Designed as a reusable Unity API with clean architecture and extensibility. Source Code
- Platform-agnostic haptics framework with ScriptableObject-driven haptic profiles.
- Supports single-hand and dual-hand feedback and is easily extensible to new XR devices. Source Code
- Java-based music application exploring mood-aware audio processing and interaction.
- Focuses on syncing user experience with dynamic audio behavior. Source Files
- Developed a classification model using biometric and behavioral data to predict obesity levels.
Source Files
- Built a responsive MEAN stack web app with real-time chat and video support for virtual consultations.
Source Files
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- Gameplay systems design, AI-driven mechanics, XR interaction design
- VR / AR / MR development, immersive simulation systems
- Multiplayer fundamentals (Photon, Meta SDK), scalable gameplay architecture
- Unity (C#), Unreal Engine, Object-Oriented Programming
- Java, Python, JavaScript
- OpenCV, performance optimization, rendering pipelines
- Unity XR, OpenXR, WebXR
- Meta SDK, Horizon Worlds
- PC, Mobile, Standalone VR (Quest)
- Blender, Adobe Creative Suite
- Artec Leo LiDAR Scanner, Artec Studio
- Version control (Git), asset pipeline management
- Project management tools (Jira, Trello)
- Cross-functional team collaboration
- Technical documentation & SOP creation
- Research-driven prototyping and UX iteration
- Agile development and QA workflows
Email: dhchoksi.work1699@gmail.com
LinkedIn: linkedin.com/in/dhchoksi
Resume: View Resume
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Let's collaborate, innovate, and build immersive worlds together.