Kent Kuné

Game Director | Creator | Curious Mind | VR/AR Specialist

LinkedIn

Welcome to my Portfolio

On this page you will find a list of projects I have worked on through the years. Besides the projects listed here I have worked on countless prototypes and demos that often contributed towards commercially successful projects but were not actually released themselves. But of course... nothing beats players enjoy my work, like for example: Metro Awakening, which won Steam VR Game of the Year 2024.

I am a creator driven by curiosity and the challenge of the unknown. I bridge the gap between imagination and execution, combining a creative mind with deep technical and analytical skills. From leading 50+ person teams on world-class IPs to hands-on scripting, I thrive on bringing complex ideas to life.

I specialize in bringing order and clarity to uncertainty. Whether it’s rallying a team around a vision, refining processes to push a project forward or doing hands-on designing and scripting, I am dedicated to seeing every project through to the finish line.

Kent Kuné

Unannounced VR Game “U”

Unannounced VR Game U

A high profile single-player story-driven action adventure VR game based on world famous IP “U”.

My role: Game Director

We successfully delivered the Vertical Slice which was very well-received by the main stakeholders Meta and the IP-holder, as well as external play-testers who rated the fun 7.9/10 and their interest to keep playing 9.4/10. We were gearing up for full production when the project was unfortunately shut down due to the changing VR gaming market conditions in Q4 2025.

My contribution:
  • Defined and evangelized the game’s vision to the stakeholders and the team.
  • Responsible for budget allocation and prioritization aligning with the vision.
  • Worked with production and the leads to lay out the roadmap for the full production.
  • Set up and refined processes and workflows.
  • Led a team of discipline leads to turn vision into actionable work.

Unannounced VR Game “P”

Unannounced VR Game P

A high profile single player story-driven action adventure VR game based on world famous IP “P”.

My role: Game Director

We successfully completed the initial concepting phase together with the IP holder, after which we proceeded into early pre-production. We delivered a first draft of the full game script which was approved by the IP holder. We delivered an early gameplay demo (see screenshot) that demonstrated some of the core mechanics like climbing, combat, stealth and basic world interactions. The project was cancelled due to a shift in company strategy.

My contribution:
  • Responsible for project vision in close collaboration with IP holder and stakeholders.
  • Worked with an external writer and the IP holder to flesh out the game’s main narrative.
  • Led concepting/prototyping team and delivered a well-received playable demo.
  • Worked with production and the leads to lay out the roadmap for the full production of the game.

Metro Awakening VR

Released on November 7, 2024 for the Meta Quest 2 and on Steam VR.

My role: Lead Game Designer

Metro Awakening is a first person shooter based on the Metro IP with an original story written by the author of the Metro books: Dmitry Glukhovsky. The game won the Steam VR Game of the Year award among other awards.

My contribution:
  • I worked as the lead feature designer for the majority of this project, at its peak the team consisted of 10 game designers.
  • I was responsible for all the game’s gameplay features, including locomotion, weapons, inventory, enemy design, world interactions etc.
  • In the finaling phase of the project I helped out with level design.

Coaster Combat

Released in 2017 on the Oculus Gear VR and Oculus GO.

My role: Lead Game Designer

Coaster Combat is a fast paced, mostly comfortable VR roller coaster / shooting gallery game.

My contribution:
  • Lead design and hands-on design.
  • Core mechanics prototyping and design.
  • Level design on all of the tracks.
  • UI/UX design.

National Geographic Explore VR

Released on May 21, 2019 on Meta Quest.

My role: Game Designer

This is an educational travel experience that lets the player explore Machu Picchu (created with photogrammetry) and Antarctica. For this project we worked closely with National Geographic and their experts.

My contribution:
  • Worked closely with experts from National Geographic to ensure everything was accurate, authentic and in alignment with the brand.
  • Designed and prototyped core interactions and UI/UX.
  • Level design and gameplay scenario scripting.

Time Stall

Released on August 15, 2019 on Oculus Quest.

My role: Game Designer

Time Stall is a single player VR physics puzzle game that lets players slow down time to save a space ship from its revolting robotic crew.

My contribution:
  • Created the initial design and prototypes for the game’s main hub: a shuttle full of fun VR toys.

Pet Lab

Released in 2018 on the Oculus GO.

My role: Game Designer

This is a quirky VR game that lets players craft and sell all sorts of crazy critters.

My contribution:
  • Early concepting and vision development.
  • Prototyping and design of the game’s core mechanics and interactions.
  • Finaling, polishing, bug fixing and shipping.

Landfall

Released in 2017 on Oculus Rift.

My role: Game Designer / Lead Game Designer

Landfall is a top-down tactical twin stick shooter game in VR. The game supports single player, 2 player coop, 1v1 and 2v2.

My contribution:
  • Created the 2v2 multiplayer demo that got the project signed with Oculus.
  • Led the design team of 7 designers, working on all areas of game design.
  • Worked on the (very thin) narrative design.

Term1nal

A third person stealth game in VR.

My role: Game Designer

Released in 2017 on the Oculus Gear VR.

My contribution:
  • I worked on early core mechanics prototypes on flat screen, a different team later adapted the core mechanics for VR.

Halo Spartan Strike

Released in 2015 on Windows 8, iOS and Steam.

My role: Game Designer

A twin stick shooter in the Halo universe, initially designed for Windows 8 mobile.

My contribution:
  • Overall design of the game as well as the core game mechanics.
  • Designed and scripted the enemy AI using an in-house scripting tool.
  • Worked on the narrative- and the level design.

Halo Spartan Assault

Released in 2013 on Windows 8 & Xbox 360 & Xbox One & Steam & iOS.

My role: Game Designer

A twin stick shooter in the Halo universe, initially designed for Windows 8 mobile.

My contribution:
  • Created the demo that got the project signed with 343i and Microsoft.
  • Core mechanics design, working closely with 343i to translate the Halo FPS experience into a twin stick shooter.
  • Enemy AI and combat design.
  • Level design and gameplay scenario scripting.
  • Designed the coop game mode for the XBox 360 and XBox One version.

Gatling Gears

Released in 2011 on Xbox360 & PS3 & Steam.

My role: Game Designer

Gatling Gears is a classic twin-stick shooter set in an original steam punk world.

My contribution:
  • Movement, weapon and camera design, creating playable prototypes in Unity3d.
  • Level design, including the backstory.
  • Supported the enemy AI design and game balancing.
  • Design and balancing of the game’s coop survival mode.

Greed Corp

Released in 2010 on Xbox360 & PS3 & PC & Mac OS & iOS & Android & Linux.

My role: Game Designer / Lead Game Designer

Greed Corp is a unique turn-based strategy game that brings out the worst in people as they strip-mine the world into oblivion.

My contribution:
  • Initial concept development.
  • Core gameplay design and prototyping.
  • UI/UX design.

Earlier Work

Various Titles (2000 - 2007)

  • My Horse and Me (2007): Wii & PC. Overall design, core mechanics & controls and level design.
  • Beachking Stuntracer (2003): PS2 & PC. Prototyping core mechanics and level design.
  • London Racer World Challenge (2003): PS2 & PC. Created race tracks.
  • Knight Rider (2002): PS2 & PC. Early prototyping.
  • US Racer (2001): PS2 & PC. 3d models/textures, race track design, and tech art.
  • Europe Racer (2001): PC. Art management and outsourcing lead.
  • A2 Racer 4 Cops Revenge (2001): PC. Technical artist; car damage system and 3d models.
  • Vakantie Racer (2000): PC. My first published game. 3d models for cars, props, landmarks, and HUD.