Jose Lopez's Work | ContraWork by Jose Lopez
Jose Lopez

Jose Lopez

I build polished Unity games, UI, fixes & VR/XR builds

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Jose is ready for their next project!

Cover image for Optics Table - Unity VR
Optics Table - Unity VR Physics Lab for Meta Quest A VR physics lab where players learn optics by experimenting directly with light, lenses, angles, and Snell’s Law inside an interactive Meta Quest environment. Instead of presenting the concept as a static lesson, the experience turns physics into something players can test, adjust, and understand through real-time visual feedback. My work focused on Unity/C# implementation, VR interaction logic, UI flow, scene behavior, debugging, and polishing the experience so the lab felt clear, responsive, and easy to use. This project shows my ability to build VR/XR experiences that combine educational simulation, gameplay systems, interaction design, and stable player-facing execution.
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Cover image for One Line - Unity Mobile
One Line - Unity Mobile Physics Puzzle Game A mobile physics puzzle game built in Unity where the player draws a single line to guide a red ball toward the goal. The core idea is simple, but the challenge comes from timing, physics behavior, level design, obstacles, and how each drawn line changes the outcome of the puzzle. My work focused on gameplay systems, physics-based interaction, player input, level flow, UI/game feedback, prototyping, debugging, and improving the overall game feel so each attempt feels readable, responsive, and satisfying. This project shows my ability to build polished Unity gameplay from a simple mechanic and turn it into a scalable mobile puzzle experience with strong player-facing feedback.
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Cover image for Nurse Training Lab - Unity
Nurse Training Lab - Unity VR Medical Simulation A VR medical training simulation built in Unity, designed to help users practice healthcare-related procedures through guided interaction, immersive environments, and clear step-by-step feedback. Instead of relying only on passive instruction, the experience turns training into an interactive scenario where users can observe, act, make decisions, and follow a structured learning flow. My work focused on Unity/C# implementation, VR interaction logic, guided user flow, UI behavior, object interaction, debugging, scene stability, and polishing the experience so the training process felt clear and usable. This project shows my ability to build professional VR/XR simulations for training, education, and healthcare-focused experiences with stable player-facing systems.
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Cover image for Magic Crash - Unity Photon
Magic Crash - Unity Photon Multiplayer Prototype A Unity multiplayer prototype focused on real-time player interaction, networked gameplay, and fast competitive game flow using Photon. The goal was to test how simple action mechanics could work in a shared online environment, where player movement, timing, feedback, and synchronization all need to feel clear and responsive. My work focused on Unity/C# gameplay implementation, Photon multiplayer setup, player interaction logic, game flow, UI/game feedback, debugging, and improving the prototype so the multiplayer experience felt more playable and readable. This project shows my ability to build and test multiplayer gameplay systems in Unity, connecting core mechanics, networking logic, and player-facing feedback into a functional prototype.
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Cover image for Molecule Builder - Unity VR
Molecule Builder - Unity VR Chemistry Simulation A Unity VR chemistry simulation where users can interact with molecular elements, build structures, and explore scientific concepts through immersive hands-on learning. Instead of showing chemistry as a static diagram, the experience turns abstract molecular concepts into something users can grab, move, connect, and understand through direct interaction. My work focused on Unity/C# implementation, VR interaction logic, object manipulation, guided user flow, UI/game feedback, debugging, scene behavior, and polishing the experience so the learning process felt clear and intuitive. This project shows my ability to build educational VR/XR simulations that combine interaction design, technical systems, scientific visualization, and stable player-facing execution.
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Cover image for BadBot - Unity Action Gameplay
BadBot - Unity Action Gameplay Prototype A fast-paced Unity action prototype focused on combat flow, enemy behavior, player feedback, HUD elements, VFX timing, and responsive gameplay. The project explores how movement, attacks, enemy encounters, visual feedback, and moment-to-moment readability can make a small action prototype feel more alive and playable. My work focused on Unity/C# gameplay implementation, combat behavior, player-facing feedback, UI/HUD behavior, debugging, VFX/audio timing, and improving the overall feel of the experience. This project shows my ability to build action-oriented gameplay systems in Unity, connect mechanics with feedback, and polish prototypes so they feel clearer, more responsive, and more satisfying to play.
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Cover image for Biology Dissection Lab - Unity
Biology Dissection Lab - Unity VR Education Simulation A Unity VR education simulation designed to make biology learning more interactive through guided dissection, object interaction, visual feedback, and immersive step-by-step exploration. Instead of presenting the lesson as a static classroom activity, the experience lets users observe, interact, follow instructions, and understand biological concepts inside a controlled virtual environment. My work focused on Unity/C# implementation, VR interaction logic, guided user flow, object behavior, UI feedback, debugging, scene stability, and polishing the experience so the learning process felt clear and easy to follow. This project shows my ability to build educational VR/XR simulations that combine interaction design, training flow, technical implementation, and stable user-facing systems.
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Cover image for Veterinary Lab - Unity VR
Veterinary Lab - Unity VR Training Simulation A Unity VR training simulation focused on animal-care learning, guided procedures, object interaction, and clear step-by-step feedback inside an immersive virtual lab. The experience turns veterinary training into an interactive scenario where users can observe, follow instructions, handle objects, and practice procedural flow in a safer and more controlled environment. My work focused on Unity/C# implementation, VR interaction logic, guided training flow, object behavior, UI feedback, debugging, scene stability, and polishing the experience so each step felt clear and easy to follow. This project shows my ability to build professional VR/XR training simulations that combine interaction design, educational flow, technical implementation, and stable user-facing systems.
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Cover image for Cyber Security Training - Unity
Cyber Security Training - Unity Interactive Simulation An interactive Unity training simulation focused on cybersecurity awareness, decision-making, guided learning, and scenario-based feedback. The project explores how technical topics can become more engaging when users are placed inside an interactive experience instead of only reading instructions or watching passive content. My work focused on Unity/C# implementation, interaction flow, UI behavior, scenario logic, feedback systems, debugging, scene stability, and improving the experience so the training felt clear, structured, and easy to follow. This project shows my ability to build interactive training tools in Unity that combine learning flow, user feedback, technical systems, and clean player-facing execution.
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Cover image for Crypt Raider - Unity Puzzle
Crypt Raider - Unity Puzzle Adventure A Unity first-person puzzle adventure prototype focused on exploration, environmental interaction, object handling, puzzle logic, and immersive level flow. The project turns a small crypt environment into a playable challenge where the player explores, reads the space, interacts with objects, solves progression logic, and moves through the scene with clear feedback. My work focused on Unity/C# gameplay implementation, first-person interaction, puzzle triggers, object behavior, scene flow, debugging, feedback systems, and improving the overall readability of the experience. This project shows my ability to build exploration-driven gameplay in Unity, connecting player interaction, environmental logic, puzzle systems, and polished player-facing feedback into a functional prototype.
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Cover image for Game Feel Exploration - Unity
Game Feel Exploration - Unity Gameplay Polish Prototype A Unity gameplay polish prototype focused on responsiveness, feedback timing, controls, visual reactions, UI/game feedback, and the small details that make an interaction feel better. The goal was to explore how movement, timing, feedback, animation triggers, and player-facing polish can transform a simple mechanic into something clearer, more readable, and more satisfying to use. My work focused on Unity/C# implementation, gameplay feedback, input responsiveness, interaction timing, UI/game reactions, debugging, animation triggers, and improving the overall feel of the prototype. This project shows my ability to improve game feel in Unity by connecting mechanics, feedback, readability, and polish into a more responsive player experience.
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Cover image for Space Shooter AR - Unity
Space Shooter AR - Unity AR Game Prototype A Unity augmented reality game prototype that turns a real-world space into an arcade-style shooting experience with interactive targets, player feedback, and mobile AR gameplay. The project explores how AR can make a simple game loop feel more engaging by placing gameplay elements directly into the player’s environment instead of keeping the action only on a flat screen. My work focused on Unity/C# implementation, AR gameplay setup, shooting mechanics, object interaction, target behavior, visual feedback, debugging, and improving the flow so the prototype felt responsive and easy to understand. This project shows my ability to build AR gameplay prototypes in Unity, combining interaction systems, mobile-friendly controls, real-time feedback, and playable user-facing execution.
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Cover image for Miami MOCAAD VR - Unity
Miami MOCAAD VR - Unity Virtual Museum Experience A Unity VR virtual museum experience designed to present cultural and educational content through immersive exploration, interactive spaces, and guided visual storytelling. The project explores how museums and exhibitions can move beyond static presentation by giving users a virtual space to navigate, observe, interact, and connect with the content at their own pace. My work focused on Unity/C# implementation, VR interaction flow, scene behavior, UI/experience polish, debugging, immersive presentation, and improving the overall clarity of the user journey. This project shows my ability to build interactive VR/XR experiences for museums, education, culture, and digital exhibitions, combining technical implementation with accessible user-facing design.
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Cover image for Runside Grove - Unity 2D
Runside Grove - Unity 2D Gameplay Prototype A Unity 2D gameplay prototype focused on character movement, level flow, interaction feedback, and readable moment-to-moment gameplay. The project explores how simple 2D mechanics can feel more polished when movement, timing, obstacles, feedback, and scene progression work together clearly. My work focused on Unity/C# gameplay implementation, player movement, interaction logic, UI/game feedback, debugging, level flow, and improving the overall feel and readability of the prototype. This project shows my ability to build clean 2D gameplay systems in Unity, connect player controls with feedback, and turn a small prototype into a more playable and understandable experience.
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Cover image for FrogFront - Unity 2D Action
FrogFront - Unity 2D Action Gameplay Prototype A Unity 2D action prototype focused on responsive character movement, combat interactions, enemy behavior, level flow, and clear player feedback. The project explores how action mechanics, movement, timing, enemy encounters, and visual feedback can make a small 2D prototype feel more dynamic and playable. My work focused on Unity/C# gameplay implementation, player controls, enemy behavior, action mechanics, interaction logic, UI/game feedback, debugging, and improving the overall feel of the experience. This project shows my ability to build action-focused 2D gameplay in Unity, connect mechanics with readable feedback, and polish prototypes so they feel clearer, faster, and more satisfying to play.
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Cover image for Ethereal - Atmospheric Exploration Game
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Ethereal - Atmospheric Exploration Game A Unity atmospheric exploration prototype focused on movement, environmental interaction, visual mood, player feedback, and immersive scene flow. The project explores how atmosphere, pacing, movement, lighting, and simple interaction systems can create a more emotional and engaging exploration experience. My work focused on Unity/C# gameplay implementation, player interaction, scene behavior, UI/game feedback, debugging, and improving the overall feel and readability of the experience. This project shows my ability to build exploration-focused Unity prototypes where mood, interaction, pacing, and player-facing feedback work together to support immersion.
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Cover image for Cattacombbae Perdittas - Atmospheric Horror
Cattacombbae Perdittas - Atmospheric Horror Game A Unity atmospheric horror prototype focused on exploration, tension, environmental mood, player navigation, and interaction feedback. The project explores how pacing, lighting, sound, level readability, and simple player-facing systems can support a stronger horror atmosphere inside a playable experience. My work focused on Unity/C# gameplay implementation, scene behavior, interaction logic, debugging, feedback systems, and improving the overall feel and readability of the prototype. This project shows my ability to build atmospheric Unity experiences where mood, interaction, pacing, and gameplay feedback work together to create tension and immersion.
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