Hi, I'm Malte Husung
Deeply interested in XR, game development, software architecture and project management.
Portfolio
The Amusement
A narrative VR adventure developed for SteamVR and Meta Quest, published by Arte. Players explore a mysterious amusement park filled with interactive attractions, environmental storytelling and puzzle-driven gameplay.
Challenges
- The project was highly ambitious, involving a team of 9 people across multiple disciplines including programming, art, storytelling and game design. All disciplines had to work closely together under strict deadlines and a short 14-month production timeline.
- The game uses a variety of redirected walking techniques that allow the player to explore the entire experience through real walking within a 2x2 meter play space. This greatly enhances player immersion but also significantly increases development complexity.
Responsibilities
- Worked on nearly all technical aspects of the project, from core architecture to gameplay implementation and optimization.
- Acted as internal project manager, responsible for milestone planning, sprint preparation and production organization.
- Designed and implemented major systems including the inventory, checkpoint and save systems, interaction framework and movement mechanics.
- Owned multiple game levels and implemented gameplay sequences, puzzles and player interactions.
- Introduced and documented workflows for project management, testing, feedback collection and coding standards.
- Contributed extensively to game design through feature iteration, usability improvements and detailed gameplay feedback.
Invirto - Digital psychotherapy app
A regulated digital psychotherapy application used in the treatment of anxiety disorders. Invirto combines app-based cognitive behavioral therapy with guided VR exposure sessions and is prescribed via healthcare providers.
Challenges
- Working on a regulated medical product with strict requirements regarding documentation, development processes, and implementation.
Responsibilities
- UI implementation with Unity UI
- Research, clarification and implementation of (regulatory) requirements
- Content testing with a custom CMS
VR Industry Training for Plastic Molding
A VR application for training employees in the plastic molding industry. The system allows users to explore a full factory environment or enter structured learning modules where complex mold assemblies can be interactively disassembled and studied.
Challenges
- The training system needed to be highly reusable, enabling an external team with limited Unity experience to create lessons for different mold models.
- The application had to run smoothly on Meta Quest 2 despite highly detailed models with hundreds of individual interactable parts.
Solutions
- Designed a modular lesson system with a clear separation between content and logic. Model states and assembly positions were defined directly in the source model files, allowing the external team to create lesson content with the tool they are used to.
- Implemented a ScriptableObject-based content pipeline for texts and audio assets, supported by custom Unity Editor tooling to streamline lesson creation and maintenance.
- Profiled performance throughout development and optimized only where necessary. This included model optimizations as well as distributing CPU-intensive operations across multiple frames.
Responsibilities
- Conducted the initial requirements analysis and helped define the overall training concept
- Responsible for the project's technical implementation and concept development
- Created tooling and workflows that enabled non-technical content creators to build training lessons efficiently
- Internal and external contact person for reviews and technical discussions
- Designed and implemented the interactive learning lesson system
- Improved and automated lesson creation workflows
- Mentored and onboarded a junior team member
Escape Quest
A cooperative free-roam VR escape room for 2–6 players, combining physics-based interaction, environmental puzzles and shared-space multiplayer gameplay. Players explore a fully interactive train environment, solve puzzles collaboratively and restore the train’s systems through coordinated actions.
Challenges
- Implementing robust networking, shared physics interactions and consistent game state synchronization across players.
Responsibilities
- Created a reusable networked gameplay architecture based on a state-driven design, enabling standardized and maintainable game systems across the project.
- Contributed to a custom networked physics solution on top of Photon PUN, including object ownership handling and interaction synchronization.
- Designed workflow systems for managing game flow, events and prefab communication, improving clarity and iteration speed across complex gameplay systems.
- Implemented audio cue logic and save/checkpoint systems.
- Mentored and supported a programming intern during development.
Global Message - Event System
Developed a flexible event system designed to decouple gameplay systems and improve overall code architecture in Unity projects. It supports editor-driven, code-driven and hybrid workflows, enabling use by both technical and non-technical team members.
Built and released as a complete solo project, from concept to commercial release on the Unity Asset Store.
Further Projects
Over the years, I worked on many more VR applications including games, museum and art exhibitions, as well as science and education.
Responsibilities
- Technical ownership and implementation
- Project management, concept development, and requirements analysis
Unity Assets
Publications
Frozen factory: a playful virtual experience for multiple co-located redirected walking users
Langbehn, E., et al. (2020)
In SIGGRAPH Asia 2020 XR (pp. 1-2)
Of portals and orbs: An evaluation of scene transition techniques for virtual reality
Husung, M., & Langbehn, E. (2019)
In Proceedings of Mensch und Computer 2019 (pp. 245-254)
Scale & Walk: Evaluation von skalierungsbasierten Interaktionstechniken zur natürlichen Fortbewegung in VR
Boysen, Y., Husung, M., Mantei, T., Müller, L. M., Schimmelpfennig, J., Uzolas, L., & Langbehn, E. (2018)
Mensch und Computer 2018-Tagungsband
Contact
For general inquiries and suggestions you can email me at hey@malte-husung.comIf you need support for the GlobalMessage Unity Asset, email me at support@malte-husung.com