(Client: CCCA-BTP | Developed at Synakène)
Overview
During my time as a Unity Developer at Synakène (May 2025 - May 2026), I worked on a suite of VR serious games commissioned by CCCA-BTP. These games serve as pedagogical support tools for students, recreating real construction-site scenarios and skills in an interactive way.
The games were developed on Unity, deployed on PICO VR headsets, and ported to PC and Web (WebGL) to widen accessibility for classroom use. Depending on the project, I worked solo or alongside 1-2 other developers, covering prototyping, gameplay design, multiplatform input handling, tutorial systems, scoring, and content/asset integration.
My Role Across the Suite
- Prototyped, designed, and developed gameplay systems in Unity (C#) for VR, PC, and Web
- Ported existing VR-only prototypes to PC and Web, including full input remapping (controller-based VR input to mouse/keyboard)
- Designed and implemented in-game tutorials to guide first-time players
- Built scoring systems to evaluate player performance and support pedagogical assessment
- Integrated 3D assets, environment content, and audio provided by artists/content teams
- Took over and maintained full ownership of two projects after joining mid-development
AIPR
Context: Players discover a construction site and must safely dig a trench in a client’s garden, learning to identify underground networks and hazards before digging (AIPR - Autorisation d’Intervention à Proximité des Réseaux).
My contribution: I joined this project mid-development, when it existed only as a VR prototype. I helped integrate remaining content and assets, added new gameplay mechanics, then led the port to PC and Web, handling the full transition from VR controller input to PC input. I also added the tutorial sequence and the scoring system, and later took over the project entirely to continue development solo.
Menuiserie
Context: A woodworking training module where players cut and assemble wood pieces using mortise-and-tenon joints, and practice reading and analyzing technical plans through profiling and calculation tasks.
My contribution: Like AIPR, I joined mid-development on a VR-only build. I handled the port to PC and Web with full input reworking. I also implemented the scoring system.
Chaudière
Context: Players visit a client who wants to replace their old fuel-oil boiler. Depending on the recommendation made to the client, the game branches into 3 distinct scenarios: bio-fuel, gas, or wood pellets — each with its own installation logic and outcomes.
My contribution: Designed and developed this project with one other developer, from concept to completion. Built for multiple platforms (VR/PC/Web) from the start, including the tutorial, the branching scenario logic, gameplay systems, content/asset integration, and the scoring system.
Installation Chantier
Context: A card-based game teaching students the correct order and placement of site installation elements — fencing, site huts (“base vie”), storage areas, and more — reinforcing best practices for organizing a construction site.
My contribution: Designed and developed this project solo, from concept to release, across VR, PC, and Web. Built the card-game logic, tutorial, gameplay, content/asset integration, and scoring system.
Accueil Sécurité
Context: A safety-onboarding module focused on correctly identifying and using PPE (personal protective equipment). The game is framed like an Instagram story: players “photograph” the right safety gestures and equipment by dropping icons onto the correct actions.
My contribution: Developed this project solo, from concept to release, across VR, PC, and Web. Built the story-style interaction system, tutorial, gameplay, content/asset integration, and scoring system.