Projects
This page collects all of my professional work across game development, simulation, training systems, and technical R&D. Each project page includes an overview, technical highlights, and my specific contributions.
Game Development
VR / Modern Platforms
- Olly Power Play — Meta Quest 2 / Pico Neo 4
Gameplay engineering, VR interaction systems, and performance optimization.
Console & Handheld
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Jillian Michaels Fitness Adventure — Xbox 360
Kinect gameplay systems, body‑tracking logic, and large‑scale gameplay engineering. -
Skylanders: Giants — Nintendo 3DS
Gameplay systems, platform integration, and performance improvements. -
Skylanders: SWAP Force — Nintendo 3DS
Gameplay systems, tool engineering, and platform integration. -
Heroes of Ruin — Nintendo 3DS
Gameplay engineering and performance improvements. -
Halo Mega Bloks (Cancelled) — Xbox 360
Systems architecture, AI cover system overhaul, and gameplay iteration.
WayForward Nintendo DS Projects
Grouped early‑career handheld work:
- SpongeBob SquarePants: Creature from the Krusty Krab
- Looney Tunes: Duck Amuck
- Shrek: Ogres & Dronkeys
Other Handheld Titles
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Mighty Flip Champs! — Nintendo DSi
Hardware‑level graphics programming, horizontal blanking effects, and core gameplay architecture. -
Space Chimps — Nintendo DS
Dual‑screen 3D rendering, engine modification, and custom gameplay design.
Simulation & Training Systems
Navy / Air Force Trainers
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Virginia Torpedo Room Block III Trainer
Real‑time simulation logic, deterministic systems, and multi‑station training behavior. -
688i Weapons Launch Console Trainer
Real‑time simulation logic, deterministic systems, and multi‑station training behavior. -
EMALS Ops and Maintenance Trainer
High‑fidelity physics simulation, multi‑trainee coordination, and automated agent behavior.
Prototypes & R&D
- Internal tools, experimental gameplay systems, and technical explorations (pages in progress).
© 2026 John Sensebe — Gameplay & Simulation Engineer