I’m Okiror Erasmus Mugadya, a Unity 3D developer focused on building gameplay systems, interactive 3D experiences, and XR applications. I enjoy designing modular, state-driven architectures and implementing responsive interaction logic using strong C# OOP practices, physics-based mechanics, and clean UI systems (UGUI) that feel great to use. I’ve worked on real XR work with a published mixed reality experience on Meta Quest 3, and I also build cross-platform Unity projects targeting PC, Android, and WebGL. On top of that, I’m actively expanding my toolkit with animation/sequence workflows (DoTween), exploring ECS/DOTS concepts, and strengthening XR-focused details like performance optimization for standalone hardware and smoother user interactions.…

Okiror Erasmus Mugadya

I’m Okiror Erasmus Mugadya, a Unity 3D developer focused on building gameplay systems, interactive 3D experiences, and XR applications. I enjoy designing modular, state-driven architectures and implementing responsive interaction logic using strong C# OOP practices, physics-based mechanics, and clean UI systems (UGUI) that feel great to use. I’ve worked on real XR work with a published mixed reality experience on Meta Quest 3, and I also build cross-platform Unity projects targeting PC, Android, and WebGL. On top of that, I’m actively expanding my toolkit with animation/sequence workflows (DoTween), exploring ECS/DOTS concepts, and strengthening XR-focused details like performance optimization for standalone hardware and smoother user interactions.…

Available to hire

I’m Okiror Erasmus Mugadya, a Unity 3D developer focused on building gameplay systems, interactive 3D experiences, and XR applications. I enjoy designing modular, state-driven architectures and implementing responsive interaction logic using strong C# OOP practices, physics-based mechanics, and clean UI systems (UGUI) that feel great to use.

I’ve worked on real XR work with a published mixed reality experience on Meta Quest 3, and I also build cross-platform Unity projects targeting PC, Android, and WebGL. On top of that, I’m actively expanding my toolkit with animation/sequence workflows (DoTween), exploring ECS/DOTS concepts, and strengthening XR-focused details like performance optimization for standalone hardware and smoother user interactions.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
Portuguese
Beginner
Italian
Beginner

Work Experience

Unity Developer Intern at Almavue switizerland
April 1, 2026 - July 31, 2026
Contributed to building a product from the ground up, moving through prototyping, implementation, testing, and iteration. Developed interactive 3D experiences using Unity and C#, strengthening gameplay systems, object interaction logic, and real-time 3D fundamentals. Worked with the design team to translate concepts into functional features, incorporating feedback and troubleshooting issues to improve overall user experience. Balanced technical implementation with UX and collaboration across disciplines while gaining a strong foundation for XR/AR/VR development.
Unity Developer (Solo Project) at Defensive Driving Simulator
January 1, 2025 - December 31, 2025
Designed and developed a real-time 3D defensive driving simulation including reaction challenges, obstacle systems, and environmental effects. Implemented vehicle control, collision handling, dynamic scenarios, responsive camera systems with Cinemachine, and input handling with the Unity Input System. Built UI for real-time feedback and player performance tracking, using physics-based interactions and state-driven behavior for consistent gameplay.
XR Developer at IGH XR & AI Genomics Hackathon (Remote)
January 1, 2025 - December 31, 2025
Collaborated in a distributed team across multiple time zones to build an interactive XR training simulation. Designed and implemented workflow-driven, gameplay-like step systems to guide users through complex procedures. Built UI guidance systems and feedback loops to improve usability and reduce user errors. Partnered with non-technical stakeholders (scientists) to translate real-world processes into interactive XR mechanics.
Unity Developer (Training Projects) at Unity Technologies
January 1, 2025 - January 1, 2025
Completed hands-on Unity training focused on interactive mechanics and gameplay programming in C#. Built a player-controlled cannon system with projectile physics and collision interactions applying forces to dynamic objects. Implemented responsive controls using Unity Input System and camera behavior using Cinemachine. Used Mecanim animation state management; added particle and audio feedback for improved user experience.
Unity Developer at Defensive Driving Simulator (Solo Project)
January 1, 2025 - January 1, 2025
Designed and built a realistic 3D defensive driving training simulation in Unity based on a self-paced course. Implemented distraction scenarios, reaction-time monitoring, obstacle behaviors, and simulated weather/visibility conditions. Built vehicle and interaction systems using Rigidbody physics, colliders/triggers, and raycasting. Integrated Unity Input System and Cinemachine to deliver responsive controls and dynamic camera behavior. Implemented UI feedback systems to provide real-time performance indicators and training guidance.
XR Developer at XR & AI Genomics Hackathon
January 1, 2025 - January 1, 2025
Collaborated across three time zones with scientists and XR teammates to build an XR simulation that teaches and visualizes genomics lab procedures. Translated real lab workflows (e.g., Illumina library preparation and DNA sequencing QC) into interactive Unity scenes and step-by-step user flows. Implemented XR interaction patterns and UI guidance to improve clarity and reduce user error during procedural training.

Education

Add your educational history here.

Qualifications

XR Bootcamp Foundations
January 11, 2030 - February 20, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment