James King

James has experience across multiple fields and disciplines, developing and designing for games, instructional design, storefront design and decor, as well as teaching game design.

James has level design experience spanning Unity, Unreal and Flash, and has consulted as a level designer via sketches and gameplay reviews for 5+ years. (2-D and 3-D gameplay, as well as VR and AR spacial design)



James has 7 yrs experience with the Unity game engine, focusing on game design, scripting, and level design. Recently, James attended the first Mixed Reality Developers Summit, which focuses on developing in Unity for Microsoft’s HoloLens headset. Shortly after, James began a contract as lead developer for OngInnovations' Atomic Absorption Spectroscope workstation, developing in C#. He also has created and pitched a series of prototypes for both AR on the HoloLens and VR headsets.

Although having no experience with chemistry tools and processes, and no idea what an atomic absorbtion spectrometer was when he started, after developing this app, James could start, use and maintain this workstation - which speaks highly of the training power of AR!

Development & Design Tools

James has research, design and development experience with both C# and JavaScript as well as visual scripting (Blueprints in Unreal and Playmaker in Unity), with some experience with C++.

Gameplay Design for VR

James is fascinated by the changes to gameplay and interaction that VR brings to games and training. The simple addition of head-mounted controllers to a game opens up the field to hundreds of uses. For the Sci-Fi game, James is designing a variety of look-detection functions that will change the intended functionality of a character, prop, or interaction depending on where the player's focus is. As well as scripting a 'living' environment that will react to the user in different ways depending on what they're carrying or how they move using the motion trackers.

A simple use case for this will be in holographic screens onboard a space station. The screens allow for hidden content and localized information access, as well as add a sense of depth and information to the environment without having to be ‘always on’ and rendered. In the editor, a designer can set screen content, view range (how close the player has to look to the screen before it pops out) and a variety of settings such as auto-hide, randomize content, and interactivity.


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