MAX_WIENS

UNITY_DEVELOPER

SYSTEM.INFO // Core Profile

INITIATING BOOT SEQUENCE...

I'm a Unity Game Developer with the majority of my professional experience building immersive VR applications for Meta Quest and Pico headsets. Highly skilled in Unity, C#, the XR Interaction Toolkit, and engineering high-performance, intuitive spatial workflows. I also have some experience in Godot working on multipe project on both their 2D and VR side. Proven track record acting as both a Lead Developer and an independent Solo Engineer on important client projects.

DEPLOYMENTS // Experience

Unity Developer
BSDXR // 08/2023 - 06/2026 // Winnipeg, Canada

• Deployed standalone VR software as sole engineer on key client builds, driving the entire lifecycle through roadmap planning, architecture, and deployment.
• Built advanced tracking implementations utilizing integrated eye tracking, gaze tracking systems, native hand tracking loops, and seamless AR/VR passthrough mode transitions.
• Supervised a team of developer interns across mulitple project, orchestrating task delegation and communication updates.

EXECUTABLES // Project Database

SWITCHES AND ROUTES

[ REALISITC RAIL YARDS | POINT & CALL | CN RAILWAY ]

A rail yard operations simulator built on realistic recreation of FIT, Symington, MacMillan, and Markham yards. Users manually align switches to route locomotives through dense track geometry while enforcing Point and Call protocols and deploying full Track Protection measures.

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NEAR MISS // CN RAILWAY

[ PICO 4 ULTRA | AR PASSTHROUGH ]

A AR training module for Canadian National Railway. Users must physically throw a manual switch and execute the Point and Call protocol — fail to look both ways before crossing the tracks, and an oncoming train makes sure you don't forget again.

EXPAND CASE STUDY

PROFESSOR GUIDANCE VR

[ VARJO | EYE TRACKING | AI NPCs | U OF M ]

Soft skills VR training simulation built for the University of Manitoba on the Varjo headset. Users navigate branching professor-student conversations while live eye-tracking and response-time analytics measure attention and stress responses in real time.

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DOCTOR CHAMBER VR

[ UNITY | XR TOOLKIT | BSDXR ]

Precision industrial maintenance simulation covering the full disassembly, chemical cleaning, and reassembly workflow for a specific Doctor Blade Chamber model.

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CONFINED SPACE VR

[ GODOT | GDSCRIPT | VR ]

A High-stakes VR safety training simulation featuring real-time atmospheric hazards. My first ever project in Godot.

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HEAVY CONSTRUCTION VR

[ UNITY | C# | VR ]

Immersive spatial training suite engineered for LiUNA Local 183. Features advanced tool mechanics and modular construction scaffolding simulations.

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FLAGGER VR

[ META QUEST | C# ]

Developed Flagger VR, an interactive virtual reality training experience that teaches proper flagging techniques for traffic control. Designed and programmed, including realistic hand motion controls, dynamic traffic behavior, and immersive feedback systems.

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RESIDENTIAL CONSTRUCTION VR

[ UNITY | XR TOOLKIT | MULTI-TRADE ]

Multi-trade construction simulator covering wood stud framing, steel stud installation, masonry bricklaying, and plumbing assembly — each module built with its own distinct tool physics and material interaction system.

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MEF INTERACTIVE EXPERIENCE

[ TOUCH TABLE | 2D/3D | BSDXR ]

Interactive 43" touch table application built for Manitoba Egg Farmers, featuring 3D egg anatomy, the hen reproductive cycle, and an egg grading system — installed at the Farm and Food Discovery Centre in Glenlea, MB.

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WELDING VR

[ UNITY | REFACTOR | BSDXR ]

Developed a revised welding training experience as my first project at BSDXR, focused on updating and improving an older VR welding simulation. Reviewed, refactored, and modernized legacy scripts to ensure full compatibility with the latest version of Unity.

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SIDE_QUESTS // Personal Projects

DEICECALATE

[ UNITY | RAPID PROTOTYPE | 1-WEEK ]

Cannon-based projectile shooter built solo in one week as a job interview assessment. Five escalating levels of volcanic lava block structures — projectile physics, level design, UI, and pacing all built and shipped under the deadline.

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TEST SUBJECT

[ GAME JAM | SURVIVAL FPS ]

My first-ever game jam entry — Unity's 20th Anniversary Jam, theme: Timeless. A wave-based survival shooter set inside an alien research facility, inspired by CoD Zombies. Scalable enemy waves, three robot enemy types, and FPS mechanics all built solo under jam conditions.

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LOADOUT // Technical Matrix

// PROGRAMMING & ENGINES
  • Unity 3D
  • C# (OOP)
  • Godot
  • GDScript
  • Gameplay Systems
  • XR Interaction Toolkit
  • Git Version Control
// SPATIAL ARCHITECTURE & SDKs
  • Meta Quest SDK
  • Pico SDK
  • Varjo SDK
  • Hand Tracking Integration
  • Eye & Gaze Tracking
  • AR / VR Passthrough Transitions
// ACADEMY ACQUISITIONS
Diploma of Full-Stack Developer — Manitoba Institute of Trades and Technology (2022)

SYSTEM.LINK // Communications

📍 Winnipeg, Canada // 📞 (204) 894-7713 // ✉️ mjwiens2@gmail.com

🔗 linkedin.com/in/max-wiens-7b55863a0