New York, 1995. You are Agent I of the Men in Black.
After being neuralyzed mid-mission, you must uncover a shapeshifting alien conspiracy threatening Earth – and the agency itself.
Partner with Agent L, track down MIB’s Most Wanted, and use iconic gadgets and weapons to protect the planet… quietly.

My first Quest 3 title. Built in Unity, I came onto the project to advise the team on AI architecture and optimise it for VR. The game features Hitman-style combat encounters, so the AI had to be sharp — and with large numbers of skinned characters firing at the player simultaneously, draw calls became a serious bottleneck. We solved this by carefully managing batching to keep rendering costs in check.

The game also featured a large number of physics objects spread across its levels, carrying significant overhead. To address this I developed a culling system that progressively reduced physics accuracy for objects further from the player, alongside a physics mesh optimiser that simplified collision geometry across the scene. It was a tough set of problems to crack, but we hit a solid frame rate in the end.