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Danny Tran

Game Developer | Technical Animator

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  • Freak Out

    Engine: Unity (C#)

    Graphics & Rendering: Custom shaders, URP optimization, GPU instancing, dynamic lighting effects

    Core Features Built:

    • Shader-based VFX and stylized rendering pipeline inspired by The Pixel aesthetic
    • Real-time beat-synchronized visual system tied to gameplay rhythm
    • Performance optimization pipeline for multi-platform VR support
    • Toolset for designers to author rhythm and event timing directly within Unity
    • Adaptive rendering systems maintaining 60 FPS across VR and console hardware

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  • Overview

    FreakOut is an unreleased VR rhythm-story game inspired by titles like Beat Saber, designed to immerse players in a high-energy, narrative-driven musical experience. Players interact with rhythm-based mechanics in a visually explosive world that combines storytelling, music, and dynamic environments.

    The project aimed to push the boundaries of visual storytelling in VR blending real-time effects, synchronized lighting, and stylized shaders to create an experience that felt like stepping inside a living music video.

    My Role

    As a Unity Developer and Technical Artist, I contributed to the game’s visual identity and performance optimization across multiple VR platforms.

    Key Contributions:

    • Developed shader-based visual systems inspired by The Pixel movie’s vibrant effects, creating a stylized rhythm-reactive environment.
    • Implemented real-time lighting and particle systems synchronized to beat and story cues.
    • Optimized performance for VR and console builds, increasing framerate from 15 FPS to a consistent 60 FPS through GPU profiling, draw call reduction, and shader simplification.
    • Collaborated with artists and designers to maintain visual fidelity under strict VR performance constraints.
    • Contributed to level scripting and rhythm synchronization tools to streamline content creation.

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