
Zach Little / Unity Gameplay Engineer
World builder.
Detail driven.
I build modular C# gameplay systems that make interactive worlds feel natural—from player controllers to physics-driven multiplayer, VR, and WebGL experiences.
IN ENGINE / SELECTED PROJECTVXRLabs
Shared worlds. Real interaction.
Years building
with Unity
VR & WebGL
experiences shipped
Load time reduction
up to, across optimized experiences
TO PLAYABLE.
Built to be experienced.
A closer look at the worlds I help bring to life—and the engineering behind them.
Sanctuary
Third-person movement, camera, and animation.
A third-person gameplay prototype with camera-relative movement, sprinting, jumping, double jumping, gliding, and attack input.
I integrated Cinemachine camera behavior, Animator blend trees, and state-based transitions for grounded, airborne, gliding, and combat behavior.
Focus: player control and responsive state transitions
Good engineering.
Great game feel.
I’m a Unity Gameplay Engineer building responsive player controllers, reusable C# systems, and shared VR experiences.
At VictoryXR, I develop VR and WebGL experiences from initial architecture through implementation, testing, optimization, and deployment. My work spans first-person exploration, cursor-driven activities, and physics-driven multiplayer simulations with Auto Hand and Photon.
Across 13 browser-based science, math, and museum experiences for VictoryXR / Stride, Inc., I’ve built reusable systems for interaction, quizzes, narration, accessibility, progression, and completion tracking. My component-based, event-driven systems reduced implementation time across new experiences by 20%; profiling and platform-specific optimization reduced load times by up to 30%.
From input to impact.
Practical depth across the Unity production loop.
Gameplay engineering
C#, Unity Input System, player controllers, component-based architecture, event-driven systems, gameplay UI, and progression.
VR & cross-platform
Auto Hand, Photon multiplayer, Unity physics and joint systems, Meta Quest, and WebGL.
Performance & polish
Unity Profiler, asset optimization, memory management, and platform-specific tuning for WebGL and Meta Quest.
Production & collaboration
Cinemachine, Animator blend trees, state-based transitions, Timeline, Unity UI Toolkit, Git, testing, and deployment.
Your next world.
Let’s build it.
Open to gameplay engineering roles, collaborations, and ambitious interactive projects.















