Hello, I'm

Lars Gohde

Game and Shader Programmer

Browse My

Recent Projects

Award-winning MR for prosthetics research

Meta Meta
FLOAT Awards

Project Scope

  • 6 Months
  • Team of 6 People

My Role

  • Main Programmer
  • Shader
  • Effects

Description

FLOAT is a Mixed Reality serious game that gamifies medical data collection. Using only hand gestures, players interact with a fractured world to solve puzzles, while the system records muscle movement, contributing to the development of AI-trained prosthetics.

The Context of the Code

We needed to place the Foliage as Instance Static Meshes and our Game Designer asked me if there is a way so he doesn't have to manipulate each mesh individually. So I build him a simple Editor Utility Widget.

Blueprint Logic

The Context of the Code

To create different types of obstacles in the game we decided to use Water. It had various requirements that needed to be met, like a form of interaction with the player.

Blueprint Logic

World's first fast-paced hand-tracking brawler

Project Scope

  • Under Development
  • Team of 6 People

My Role

  • Player Mechanics

Description

MERCURY is the first controller-free VR mecha brawler. Players use physical movements to climb through structures and engage in high-speed arena combat. The game relies entirely on this direct input for both navigation and fighting.

The Context of the Code

Mercury is the first VR mecha brawler with pure hand-gesture controls. It utilizes controller-free gorilla locomotion, pushing hand tracking to its limits with fast-paced combat. Developed in just five weeks, the project required extensive iteration to solve the challenges of the unique movement system in the city environment.

Gorilla Locomotion System

Hand-Surface Interaction

Linetraces position the mecha hands directly on surfaces for consistent contact and clear player feedback

Grab Recognition

  • Pose-based detection with safeguards against unintended grabs/releases
  • Context-aware checks for floors vs. vertical surfaces

Surface Validation

Sphere traces identify grab components and validate intent through hand-direction vs. surface-normal alignment

Climbing & Movement Response

  • Player movement is derived from relative hand motion with weighted recent input for high responsiveness
  • Adaptive transitions handle gravity, capsule scaling, and movement offsets during grabs

Release Dynamics

  • Final launch velocity blends camera aim, movement intent, and surface type.
  • Short lockouts prevent accidental re-grabs and maintain fluid momentum.

Expandable comedic point-and-click

Itch.io Itch.io

Project Scope

My Role

  • Solo Project

Description

God of a Cult is a comedic point-and-click adventure. Players become the God of Time to solve puzzles and find their missing sister. The game is fully voiced and includes translated text and a scalable save system.

The Context of the Code

To be able to create levels as fast as possible I created a System that works with only Datatables. The Game is fully voiced which is also implemented in a simple System.

God Of a Cult Solution gif 2
Blueprint Logic

Achievements

  • Exhibitor: HNU Werkschau
  • Showcase project for new semester
steam_logo All my Games

About Me

I first discovered game development in school through a class project. Seeing others play and enjoy what I had created sparked a feeling I never wanted to lose. In 2023 I visited Japan and developed a strong connection to the country, which continues to inspire me every day. Today, my motivation to create games is closely tied to my long-term ambition of building a career and life in Japan.

Technical Methodology

Performance Guide

Profiling & CPU

  • Profiling: Bottleneck-analysis using stat unit, stat scenerendering, Unreal Insights
  • Threads: Distinguishing Game Thread, Render Thread, and GPU time
  • Ticks: Conditional ticking and reduced update rates
  • Logic: Simplified logic flow; high-frequency operations moved to C++
  • Pooling: Reuse of frequently spawned objects

GPU & Rendering

  • Draw Calls: Instancing (ISM/HISM) and Hierarchical LODs (HLOD)
  • Materials: Minimal slots, master-material workflow, reduced shader cost
  • Lighting: Controlled dynamic lights, shadow settings, attenuation
  • VFX: GPU simulations with fixed bounds and pooled effects
  • VR: Instanced Stereo, Multi-View, efficient forward rendering

Workflow & Memory

  • References: Use of soft references and async loading
  • Build Size: Removal of unused plugins; selective map inclusion
  • Planning: Early performance planning in game design
  • Maintenance: Continuous profiling and documenting global changes

Contact Me