Mech Simulator


First person shooter using emerging technologies

This project was made with constraints from the university. The theme of the constraints was "emerging technologies". For this game the team combined several technologies to work in tandem. It used an Oculus Rift DK2, a Razer Hydra motion controller set and gas pedals to simulate mech controls, making it a unique experience. 

The game is a wave-based survival game, where the player has to stay alive facing an infinite amount of drone waves from inside their mech. Their mech has two different weapons and has limited health.

I was the Quality Assurance lead on this project, personally conducting tests, maintaining a bug database and setting up playtest sessions with external testers, especially concentrating on virtual reality induced motion sickness.

This project has not been released.



In this project my tasks mostly focused around Quality Assurance and testing. My most important contributions were:

  • Set up a testing plan, test cases, unit tests, and a QA pipeline
  • Set up a bug tracking database
  • Conduct unit tests, smoke tests and integration tests
  • Set up internal and external playtests for data collection
  • Design weapons for the Mech and overall combat

Quality Assurance

At the start of the project, as the sole responsible for Quality Assurance I set up a pipeline and all test cases regarding the game. These cases were expanded upon when the design increased to include more peripherals and when we had to modify the scope due to a change in hardware. The development procedure was to have a playable build at all times, which I used to test builds daily and record the bugs in the database I had set up. I informed the team of the procedures through a meeting, which then was followed to the letter. During development we had three playtests with external testers regarding virtual reality induced motion sickness. Our main priority was to limit this as much as possible.

Weapon Design

During the early stages of the project, I designed the weapons for the mech. Having played games in the same genre extensively, my insight helped form the final weapon appearance and mechanics such as fire rate, damage, and magazine size. To do this I analysed weapons, such as Respawn Entertainment's Titanfall Titan weapons and adapted them to a wave-based survival game.




  • Expanded my expertise in all aspects of Quality Assurance and management
  • Improved on data collection and processing for accurate bug fixing, targeted iteration, and efficient bug reporting
  • Learned more advanced research techniques, including the use of non-videogame related content for the design of assets or systems


  • Testing required the use of peripherals which were property of the university, limiting testing opportunities to twice a week after complex setup
  • The use of emerging technologies most of the team had never had worked with before caused several delays in development, which we mitigated by adjusting the scope of the project
  • The relatively small team size meant a heavy workload during development, putting some stress on the team members


  • Get more experience in developing for different platforms and using various emerging technologies to gain a broad technical knowledge for the future
  • Improve workflow to allow for more delegation of tasks, not delegating piles up work

Technologies used

Oculus Rift DK2

Razer Hydra

CH Products Pro Pedals





Lars den Herder

Steven Lee Dias Morais


Miro Bouma

Sander Hoogervorst


Jeroen Kerkhof

Quality Assurance

Lars den Herder


Margit Meesters

Tech Lead

Hielke van Buren

Art Director

Machteld Beukers

Design Lead

Ridgie Cools