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Dhiaeddine Mokaddem

Gameplay programmer focused on systems, AI, multiplayer, VR, tools, and optimization.

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VR SimulationAction

Space Gate

Inspect procedurally varied passengers with physical tools and a diegetic tablet inside a performance-conscious Quest VR workflow.

Meta QuestOfficial website

Role

Unity VR Developer

Engine

Unity 6

Platform

Meta Quest, VR

Team

3-person team; internship followed by paid contract at K&K Studio

Dates

2025-2026

Outcome

Early Access

What I worked on

A commercial Meta Quest VR title in Early Access built around passenger inspection, diegetic tools, procedural NPCs, and physical interaction.

  • I supported release, Meta certification, and post-launch development as the project continued in Unity 6.
  • I built procedural NPC generation for appearance, identity, carried items, luggage contents, and contraband probabilities.
  • I fully implemented the thermometer, information tablet, criminal database, and NPC queue navigation.
  • I contributed to the clothing scanner, handheld X-ray, and X-ray machine as part of the wider inspection workflow.
  • I implemented active-ragdoll reactions with autonomous recovery and integrated Auto Hand interactions.
  • I replaced the early PlayerPrefs prototype with AES-encrypted offline saves supporting multiple profiles.
  • I built reusable pools for NPCs, projectiles, and spacecraft, plus joystick targeting and aim assistance.
  • I worked with the team in headset-and-PC profiling sessions to diagnose and improve Quest performance toward a stable 60 FPS target.

Technical details

Programming

C#

Supporting technology

Auto Hand, PuppetMaster

Development breakdown

Behind the systems

01

Passenger inspection workflow

I fully implemented the handheld thermometer, information tablet, and criminal database. I also contributed to the clothing scanner, handheld X-ray, and X-ray machine as part of the wider passenger-screening workflow.

02

NPC queues and physical interaction

I implemented queue navigation so passengers advance through the checkpoint after each decision. The active-ragdoll setup combines animated movement with physical reactions and autonomous recovery.

03

Persistence and runtime systems

The early PlayerPrefs prototype was removed. I replaced it with AES-encrypted offline saves supporting multiple profiles, and built reusable pools for NPCs, projectiles, and spacecraft.

04

Quest optimization

Optimization was a collaborative headset-and-PC workflow. The team profiled directly on Quest, diagnosed rendering, physics, and runtime bottlenecks, migrated continued development to Unity 6, and worked toward a stable 60 FPS target.

05

Tool progression and physical setup

Additional development views show the active-ragdoll configuration, the between-wave shop, the physical tool table used to organize inspection equipment, and the clothing scanner. These images provide implementation context without relying on outdated profiler measurements.

Problems and solutions

Immersive onboarding

A conventional UI tutorial interrupted the opening role-play and weakened immersion.

The onboarding was integrated into the fiction through robot NPCs that welcome the player as a new recruit and introduce the security workflow.

VR performance

Complex environments and repeated NPC interactions caused significant frame-rate drops.

Applied occlusion culling, baked lighting, environment activation management, object pooling, and material optimizations to stabilize performance.

Screenshots

Reflection

The project reinforced that VR systems must be designed around interaction clarity, comfort, and hardware performance from the start.