Hammer 2 is an exhilarating open-world shooter that drops you straight into the heart of high-stakes combat. Designed from the ground up for virtual reality, this action-packed game lets you experience the thrill of battle whether you're standing, sitting, or somewhere in between.
Take control of a vast arsenal of vehicles — from rugged tanks and fast-paced jeeps to powerful helicopters — and use them strategically to gain the upper hand against overwhelming enemy forces. The freedom to commandeer any vehicle you encounter turns every mission into a dynamic sandbox of destruction and creativity.
With 30 handcrafted missions, each level presents a unique challenge and steadily ramps up in intensity. From quick infiltration tasks and explosive sabotage runs to full-scale firefights and the ultimate rocket-fueled showdown, the gameplay evolves to keep you engaged and on your toes.
Whether you're a VR veteran or new to immersive shooters, Hammer 2 delivers nonstop action, diverse combat scenarios, and the satisfying chaos of an all-out war — all optimized for the comfort and flexibility of VR gaming. Gear up, soldier — the battlefield awaits.
2022: Quake III Arena VR
This faithful VR port brings the legendary, fast-paced chaos of Quake III Arena into the immersive world of Virtual Reality. Feel the adrenaline-pumping speed, the iconic rocket jumps, and the non-stop fragging like never before — all reimagined for a fully immersive experience. It’s not just nostalgia; it’s Quake reborn in a way you’ve never played before.
Thanks to the relentless work of Team Beef & Friends, this VR adaptation brings another id Software classic to life, pushing the boundaries of what’s possible in standalone VR gaming.
I made significant contributions to adapting the game for the Oculus Quest, helping to optimize performance, polish the VR experience, and ensure the intense gameplay remained true to the original. Beyond that, I also developed and released dedicated versions for the Pico Neo 3 and Pico 4 headsets, expanding the reach of this VR classic to even more platforms and players.
Whether you’re a longtime arena shooter fan or a newcomer to the genre, this port captures the soul of Quake III Arena while delivering the kind of presence and intensity only VR can provide. Prepare to move fast, aim true, and relive one of the greatest multiplayer shooters ever made — now in full immersive VR.
2022: Playstation Portable VR emulator
PPSSPP is the leading open-source emulator that brings the PlayStation Portable (PSP) experience to modern devices, allowing you to enjoy your favorite PSP titles in crisp full HD resolution. Whether you're on a PC or an Android device, PPSSPP breathes new life into classic games with enhanced visuals, smooth performance, and features like texture upscaling, transforming graphics originally designed for the PSP’s small screen into something that truly shines on high-resolution displays.
As part of the dedicated PPSSPP development community, I’ve taken the next step in immersive emulation: building a port of a true VR PSP emulator for the Meta Quest 2. This project reimagines classic handheld gaming by placing you directly inside the experience.
With full head-tracking support, games gain a new sense of depth and presence. The Quest 2’s wireless controllers are automatically mapped to the original PSP control scheme, enabling intuitive, motion-driven gameplay without the need for additional setup. This prototype opens the door to experiencing PSP titles in a whole new way — not just playing them, but inhabiting them.
This VR extension of PPSSPP represents a unique fusion of retro gaming and modern technology, offering a glimpse into the future of immersive emulation.
2023: Prey 2006 VR
This game is a hidden gem — a bold, surreal fusion of iconic titles like Portal, Doom 3, Half-Life, and The Twilight Zone. The result is a mind-bending, atmospheric experience that blends cerebral sci-fi storytelling with intense combat and exploration. Its eerie environments, unexpected twists, and immersive world-building create a uniquely compelling journey that feels both familiar and entirely original.
What truly elevates this title is how stunning it looks and feels in VR. From shadow-drenched corridors to physics-defying puzzles, every moment is brought to life with a sense of scale and presence that only virtual reality can provide. Whether you're navigating impossible architecture or confronting nightmarish enemies, the game wraps you in its world with striking visual fidelity and immersive design.
This VR experience is made possible through an OpenXR/VrApi port, which I developed by combining the best of existing community efforts. It's built on the solid foundation of Team Beef’s Doom3Quest, known for its high-quality VR implementations, and glKarin’s idTech4A++ Android port, which offers powerful enhancements and mobile optimizations for the idTech4 engine. By integrating these technologies, the game runs natively and smoothly on standalone VR headsets, delivering a high-performance, high-immersion experience without the need for a PC.
Whether you're a fan of psychological sci-fi, retro-inspired shooters, or just want to see what happens when genre boundaries are obliterated in VR, this game is something special — an unforgettable deep dive into the strange and the spectacular.
2023: DolphinXR
Dolphin is a highly acclaimed open-source emulator that allows players to experience Nintendo GameCube and Wii games with enhanced visuals, improved performance, and a host of modern features. With support for high-definition rendering, save states, and custom controller configurations, it has become the go-to solution for preserving and enjoying Nintendo's beloved legacy titles on PC and other platforms.
For me, Dolphin represented an incredibly exciting opportunity — not just to revisit classic games, but to reimagine them in Virtual Reality. The Wii's innovative motion controls were a natural fit for OpenXR-compatible VR controllers, opening the door to a whole new level of immersion. I envisioned players swinging swords, tossing bowling balls, or aiming their trusty Wii Remote — now a VR controller — in fully 3D spaces. Games like Metroid Prime 3, The Legend of Zelda: Skyward Sword, and Wii Sports had the potential to feel more real and intuitive than ever before.
I began early experimentation on bringing Dolphin to standalone VR headsets, prototyping how head tracking and motion controls could be integrated to faithfully replicate — and even enhance — the original gameplay. The project showed enormous promise, and I was genuinely excited about the potential to breathe new life into these iconic titles through VR.
However, despite my passion and technical progress, the road wasn’t without challenges. I encountered difficulties in establishing a collaborative relationship with the core Dolphin maintainers, which made it hard to gain the support needed to move the project forward within the official development ecosystem. Around the same time, Nintendo initiated legal action against other emulator-related projects, casting uncertainty over the future of VR and emulator integration for their platforms.
Out of respect for the community and to avoid unnecessary legal risk, I made the tough decision to step away from the project. While it was disappointing to put it on hold, I still believe this concept holds incredible potential and hope the idea might be revived someday under more favorable conditions.
Even in its early stages, the work served as a proof of concept for what motion-based emulation in VR could become — an inspiring glimpse into the future of immersive retro gaming.
2024: WinlatorXR
Winlator is a powerful compatibility layer that brings the Windows API ecosystem into the GNU/Linux environment, allowing users to run many Windows applications and games natively on non-Windows platforms. While often mistaken for an emulator, Winlator is not emulating hardware — instead, it translates Windows system calls into their Linux equivalents in real time, enabling seamless execution of Windows software without the need for a virtual machine.
One of the standout aspects of Winlator is its support for Oculus Touch motion controllers, offering a unique way to interact with Windows games and apps in an immersive setting. With careful input mapping, you can use the precise motion tracking of these controllers to navigate menus, control gameplay, or manipulate in-game objects — opening up new possibilities for hybrid desktop-VR experiences.
As part of its experimental features, Winlator includes a “pseudo VR mode,” designed to simulate basic head tracking by mapping head rotation to mouse movement. While this does not offer full 6DoF (six degrees of freedom), it creates a 3DoF-style experience that can give a sense of presence in certain games or applications — particularly those designed for first-person perspectives.
However, it's important to note that this feature is still in an experimental phase. The pseudo VR mode does not yet offer natural motion handling, and users may experience motion sickness or disorientation due to the indirect input mapping. It's best suited for short sessions or testing purposes, and should be used with caution, especially by those new to VR or prone to simulator sickness.
Even with these limitations, Winlator showcases a fascinating intersection of Linux, Windows compatibility, and emerging VR input paradigms, pointing toward a future where users might freely blend traditional software with immersive interfaces — all without needing to leave their open-source environment.
Enf of 2024: I joined Team Beef
Team Beef has earned a strong reputation in the VR community for delivering high-quality, immersive ports of classic games, breathing new life into legendary titles through Virtual Reality. Their work has become a benchmark for what’s possible when technical skill meets a deep passion for retro gaming and open platforms. I’m proud to now be a part of this team — contributing alongside other talented developers who share a commitment to innovation and quality in VR.
As part of our collaboration, we’ve agreed that my focus will remain on community-driven, non-commercial projects. This decision wasn’t made lightly, but it reflects my personal values and the kind of work that inspires me most. While commercial projects can offer financial rewards, they often come with added pressure, strict deadlines, and creative constraints that don’t always align with my preferred approach to development.
What truly drives me is the open-source philosophy — building tools, experiences, and innovations that are accessible, transparent, and rooted in community collaboration. I find genuine satisfaction in sharing my work openly, contributing to something larger than myself, and earning recognition from peers and players who value passion over profit. There's a unique kind of joy in knowing your code is helping others experience something special — especially when it's done for the love of the craft.
Joining Team Beef in this capacity feels like a natural and meaningful next step. It allows me to stay true to what I believe in: working freely, learning continuously, and giving back to the communities that shaped me as a developer. I’m excited about the journey ahead and the opportunities to bring more unforgettable VR experiences to life — with the community, for the community.
2025: Doom3Quest DLC update
Doom3Quest was originally released in 2021 and quickly established itself as one of the best-looking and most immersive VR experiences available on standalone headsets. By bringing the iconic Doom 3 to virtual reality, the project offered players a chance to experience the game's atmospheric horror, tight gunplay, and detailed environments in a whole new way — without the need for a PC or external tracking systems. It stood out not only for its impressive technical achievement but also for staying true to the essence of the original while elevating it with the presence and intensity of VR.
Being part of this project was an exciting and rewarding opportunity. I contributed by expanding its feature set, most notably by adding support for missing DLC content such as Resurrection of Evil and The Lost Mission, allowing players to experience the full breadth of Doom 3’s narrative and gameplay. Ensuring these expansions worked seamlessly in VR required careful attention to detail and deep integration into the engine — but the payoff was well worth it, bringing even more content and replayability to the experience.
In addition to content expansion, I also worked on enhancing the core feature set, improving usability, performance, and compatibility. One of the most significant steps was migrating the project to OpenXR, a modern, open standard for VR that improves device compatibility and future-proofs the experience across a broader range of headsets. With this shift, Doom3Quest now supports not only Meta Quest devices but also other OpenXR-compatible standalone headsets, giving more players access to this classic game in a truly immersive form.
Contributing to Doom3Quest was more than just a technical challenge — it was a chance to help preserve and evolve a beloved title in a way that resonates with today’s VR audiences. It's a perfect example of how community-driven development and open standards can push the boundaries of what’s possible on standalone platforms.
2025: Quake 4 VR contributions
Quake 4 has been brought into VR by Baggy, a talented developer from Team Beef, known for delivering high-quality VR adaptations of classic shooters The port was already in impressive shape when I joined the project, with much of the core functionality and engine-level work well implemented and optimized for standalone VR platforms
Building on that strong foundation, I contributed across several areas to further enhance the experience and bring the project closer to completion
My work focused heavily on vehicle control mechanics, ensuring that the sections where players operate vehicles felt smooth and immersive within VR I integrated motion controller support that allows for intuitive and responsive handling while maintaining the intensity and pacing expected in a Quake game
Another critical area was identifying and resolving gameplay-breaking bugs These issues had the potential to disrupt progress or pull players out of the experience I worked methodically to troubleshoot and fix these problems, restoring flow and reliability to key moments in the game
I also focused on the cinematics, adapting them for a VR audience by adjusting camera positions, trigger behaviors, and player control to make cutscenes feel natural and immersive within a head-tracked environment rather than simply ported from a flat screen
In addition, I contributed to the game's visuals by enhancing shaders and lighting effects to better suit modern standalone VR headsets This brought greater depth and atmosphere to the environments while staying within the performance limits of mobile hardware
Working on Quake 4 VR has been an exciting chapter in my journey as a VR developer It’s been rewarding to contribute to such a well-loved game and help reimagine it in a way that honors the original while embracing the unique strengths of VR I’m proud to be part of a community-driven effort that keeps these classics alive in bold new ways
2025: CSVR
CSVR is an unofficial but highly ambitious VR port of the iconic Counter-Strike 1.6, one of the most beloved and enduring first-person shooters in gaming history. This project represents a major milestone for Team Beef, as it is the very first time I had the opportunity to lead the development process from initial concept all the way through to completion.
Taking the helm on CSVR meant not only overseeing the technical implementation and creative direction but also coordinating collaboration among team members, managing milestones, and ensuring the final product delivered an immersive and authentic Counter-Strike experience tailored specifically for Virtual Reality.
From the outset, the goal was clear: to faithfully capture the fast-paced, tactical gameplay that defined Counter-Strike 1.6, while adapting it seamlessly to the VR platform. This involved reimagining core mechanics such as aiming, movement, weapon handling, and multiplayer interaction in ways that leverage VR’s unique capabilities without compromising the original game’s competitive integrity.
Leading the project required navigating a complex landscape of challenges, from optimizing performance for standalone VR headsets to implementing smooth, intuitive controls with motion-tracked VR hardware. Every decision was driven by a passion to honor the legacy of Counter-Strike while pushing the boundaries of what’s possible in VR multiplayer shooters.
CSVR stands as a testament to what dedicated community developers can achieve with vision, technical skill, and collaboration. It is a deeply rewarding project for me personally — not just because of the technical accomplishments, but because it allowed me to guide a team toward creating something that resonates with fans of both classic shooters and cutting-edge VR gaming.