
MECHA grew out of early prototyping work I started in 2020, experimenting with AI, augmented reality, and virtual reality while building my development skills alongside my background in marketing. What began as technical exploration slowly turned into a clearer idea for a competitive VR game that felt physical, deliberate, and finished — not a demo.

In 2023, I secured funding and began working on MECHA full time. I recruited and managed a remote art team, defined the game’s mechanics, visual identity, and tone, and translated that direction into shippable assets.

I personally built every level and the main menu in Blender, designing environments to work within the constraints of the Meta Quest platform. All environment assets — including signage and more than 80 satirical in-game companies — were modeled, textured, and prepared by me, using Photoshop and Illustrator for textures before importing directly into Unity. I stayed close to implementation throughout development, integrating assets myself rather than handing work off blindly.

Performance was a constant constraint. MECHA needed to maintain a minimum of 90 frames per second on Quest hardware, which required careful control over scene complexity, texture usage, lighting, and load times.

I designed MECHA’s core game systems end-to-end, including movement, combat, UI, progression, upgrades, quests, and player customization. Every system involved tradeoffs driven by platform limits — from restricting maps to a small number of textures, to managing concurrent audio tracks, to keeping transitions fast and responsive.
These constraints shaped the final experience, pushing decisions that favored clarity, responsiveness, and feel over excess complexity.

Throughout development, I ran playtesting sessions with more than 50 players, both in person and remotely, using feedback to refine mechanics, pacing, and overall feel. In parallel, I built and maintained the MECHA community before and after launch, creating marketing assets, shaping messaging, and positioning the game for release.
I also leveraged AI tools selectively during development, including ElevenLabs for dialogue experimentation, integrating them where they supported speed and iteration without compromising quality.

MECHA shipped on the Meta Quest Store on December 15, 2025. Since launch, it has surpassed 500 downloads and maintains a five-star user rating, validating both the creative direction and the execution behind it.




