Firas Ferjen
I’m Firas Ferjen, a Unity and VR/XR developer with 7+ years of experience building immersive 3D gameplay, interaction systems, and performance-focused experiences for platforms like Meta Quest.
About
I’m Firas Ferjen, a Unity and VR/XR developer with 7+ years of experience building immersive 3D gameplay, interaction systems, and performance-focused experiences for platforms like Meta Quest. I enjoy turning designs into responsive mechanics—whether it’s controller and hand tracking, haptics, locomotion, or fully integrated gameplay loops.
Across my roles, I’ve led development for VR training and interactive demos, built gameplay systems like state machines, AI behavior, aiming/trajectory logic, and procedural animation/IK, and also created backend-supported gameplay features using Node.js, Firebase, Google Cloud, and realtime services. I bring a strong blend of gameplay engineering, tooling (custom Unity editor tools, Git workflows), and optimization to deliver smooth, reliable experiences end to end.
- 5 years' experience
- Joined July 2025
Skills· 19
Languages
- ArabicFluent
- FrenchAdvanced
- EnglishAdvanced
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Non-Profit Organization
- Professional Services
- Education
- Computers & Electronics
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Work experience· 16 roles
Designed gameplay systems in Unity 6/C# using URP, including aiming, launching, flight, arrival, and recovery. Implemented raycast-based targeting with Cinemachine 3 and the New Input System. Built a 4-state NPC AI driven by an agitation meter with targeting, attack telegraphing, and trajectory prediction. Implemented procedural IK, avatar masks, and animation/gameplay synchronization plus custom Unity editor tools to automate animator, collider, and gameplay configuration.
Developed VR mechanics and immersive interactions for a Meta Quest 3 VR demo using Unity and C#. Integrated Meta XR SDK/Unity XR for controllers, motion tracking, and move recognition. Contributed to implementation, testing, and refinement of VR controls and interaction behaviors to improve usability and immersion.
Built a Muay Thai training experience for Meta Quest using HurricaneVR and the BNG Framework, with hand tracking, loco-motion, and haptic feedback. Authored interaction systems, rig controllers, and custom hand poses for responsive martial-arts combos; integrated Meta Voice/Wit for in-headset voice guidance. Customized URP/HDRP shaders, post-processing, and VFX, profiling sessions to hold VR frame budgets.
Education· 9
Certifications and awards· 8
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