John Sensebe’s Portfolio

A portfolio for John Sensebe, software engineer.

Olly Power Play

Platform(s): Meta Quest 2, Pico Neo 4

Role: Gameplay / Systems Engineer

Engine / Tech: Unity, VR (Meta Quest 2 / Pico Neo 4)

Year: 2022


Overview

Olly Power Play is the result of a long, winding R&D journey that began years before the VR game itself. Olly the Ox was originally created as a mascot for the Chinese market, with a mobile Unity game planned for the Year of the Ox (2021). When funding fell through and the project repeatedly changed direction, I worked on a series of prototypes, animation systems, AI behaviors, and tools that never shipped — but ultimately laid the technical foundation for Olly Power Play.

The VR game began as a small catching prototype built in a few days for the Meta Quest 2. That prototype evolved rapidly, eventually becoming a full throwing‑and‑targeting game with custom physics, complex animation systems, particle effects, and VR‑specific optimizations. I wrote the throwing physics from scratch, built Olly’s animator controllers and IK systems, created multiple particle effects, and developed tools to streamline animation integration.


The Story

1. Origins: Olly as a Chinese‑market mascot

Olly the Ox was created as a character for the Chinese market, with a Unity mobile game planned for the Year of the Ox (2021). Each year would introduce a new zodiac character, and a tiger character for 2022 was already in development.

My earliest tasks included:

During this period, I also worked on Olly’s animator controller, IK systems, procedural blinking, and animation tools.


2. The abandoned projects phase

The project’s direction changed several times:

I was also assigned to several small projects, including an Android app that inserted Olly into photos for convention use.

Although none of these projects shipped (the photo app was used at a convention), the technical work — AI systems, animation logic, IK, and tools — would later become essential.


3. The VR turning point

During this limbo period, I was given a Meta Quest 2 (still branded Oculus at the time) and asked to build a simple catching game:

There were no throwing animations, so I repurposed part of a kicking animation — inspired by The Karate Kid — and had Olly kick balls to you instead. I built the prototype in a few days, and the design began evolving immediately.

This was the moment Olly returned to the forefront of Waysun’s development efforts.


4. Evolution into a full VR game

The prototype grew rapidly:

As the game improved, Olly Power Play emerged from the prototype. The changes kept coming:


My Responsibilities


Technical Highlights

1. Throwing Physics

The throwing mechanic is the core of the game. I wrote the physics from scratch, building on Unity’s foundation but tuning it extensively to feel natural in VR. The system provides:

A commercial throwing‑mechanic plug‑in was tested, but my implementation felt more natural and offered better control.


2. Catching Mechanic

Olly periodically throws special fruit to the player. Catching it grants extra throwing power. This required:


3. Animator Controllers and IK

Olly’s animator controllers were complex, requiring:

For example, when Olly closes his eyes and scratches his nose, blinking and head‑tracking must be disabled temporarily so the animation can fully control eyelids and head position.


4. Animation Tools

To streamline production, I built:

These saved significant time across dozens of animations.


5. Particle Effects

I created multiple particle systems:

These effects added clarity and personality to the game.


6. VR Performance Work

VR requires strict minimum frame rates. Since Olly Power Play ran entirely on standalone headsets without PC support, this created technical challenges. I collaborated with other engineers to:

These optimizations ensured smooth performance on both Meta Quest 2 and Pico Neo 4.


Outcome

Olly Power Play emerged from years of prototypes, abandoned projects, and VR R&D. The final game features polished throwing physics, expressive animation systems, custom IK, procedural effects, and optimized VR performance. The long development journey — from mobile mascot to VR game — shaped both the character and the technology behind him.



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© 2026 John Sensebe — Gameplay & Simulation Engineer