I helped the Machine Learning team interface with Unity and the Kinetic SDK. I did so by creating a set of interfaces that the myself and the game logic team would be expecting and that the ML team would need to provide to us. This allowed me to create Fake/Debug versions of the ML code that allowed the game to progress without having to wait on the ML team's logic to catch up. In turn that also allowed the ML team to identify and manage the types of information that would be required for the game logic team to progress. It not only helped brige the gap between the teams, but it helped bridge the knowledge gap for the ML team in Unity.
Help write the base class that the tutorials and game level logic that each of the modules would use. I wrote all the game play logic for Hero's Quest. The game was created to test a user's reaction speed. They had two light swords and were encircled by 12 evenly spaced cannons. These cannons would launch a ball up and let it fall back down again. The user would have to hit the balls before the cannon absorbed them again. In addition, I wrote the code to measure the players performance and feed that data to the database and the ML teams AI.
Since this project was created to test the feasiblity for VR games as therapy, we needed to prove it. And to prove it, we needed hard data. I created the initial local database using WAMP. Using php scripts to act as an interface between Unity and the local server, I set up all the logic required for saving and loading the data. In addition to creating user accounts so that each user's data was saved and we could get a holistic view of their progress. Eventually, that database backend was ported over to Microsoft Azure SQL Database. And again, I updated the logic to interface with Azure instead of the local WAMP server.