VR Unity Developer | VR Dev at @gymclassvr | Creator of @CrunchElementVR - a tactical VR shooter with destructible environments

Joined January 2024
72 Photos and videos
Pinned Tweet
19 Mar 2025
This is 100% baked lighting—no real-time lights and no mixed lighting. It's all done on the shader level where dynamic objects use baked spherical harmonics for seamless lighting without the performance hit. Perfect for fast, smooth VR action.
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This was a blast to build!
Gear up and get messy! 💥 @gymclassvr is dropping free-to-play Paintball! Whether you want to go solo or squad up, the ultimate VR paintball experience is here. Who’s ready to make their mark?
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One of the best parts of making games is seeing a comment like this that reminds you why you’re building in the first place. Easy to get wrapped up in fixes, planning, and juggling life, but stuff like this is a nice reminder of the simple joys of development!
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Blake Zonca retweeted
3 Dec 2025
Evergreen
bro... Like... How...?

ALT Monster Versus GIF

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Some days I wake up thinking about how the Romans built a steam engine and then humanity sat on the idea for 1,600 years. Makes me wonder what else is hiding in plain sight or if the internet fixes that.
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24 Oct 2025
What ever happened to Unity MCP's? They popped off in the beginning of the year with lots of promise but haven't seen anything big recently.
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Been heads down working on @Gymclassvr lately and I’m thrilled to finally share one of the big things we’ve been building! A new lighting system that pushes visuals and performance to a whole new level! More VR dev goodness coming soon 👀
5 Oct 2025
@blakezonca shipped a radically new lighting system with @juicebox775 this week. 🔥 Amazing work to hit a whole new level of fidelity on standalone VR, where lighting is always tricky. The community is loving it - and with this system, the platform is set up for some very exciting things. 🔮
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VR high performance volumetric fog is looking great! Rock solid at 90 fps. The shader reuses SH coefficients from the baked lighting volumes, so there’s negligible memory increase and supports any number of baked lights in the volume. Lots of potential with this effect!
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My first crack at baked volumetric fog for VR. Still some artifacts to work out but it's starting to come together! It samples the same SH coefficients that the dynamic objects use so there's no big memory increase or additional setup, just one shader for the volume.
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Blake Zonca retweeted
Splinter Cell Meets Rainbow Six in this complete overhaul update of Crunch Element! I am HOOKED! #vr #gaming @SteamVR @MetaQuestVR @CrunchElementVR Full Video ➡️youtu.be/DfSwVoIAp1Y
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20 Jul 2025
Weapon interaction has been improved based on your feedback! Interaction zones have been tweaked and guns support chambering, manual round ejection, recoil, and more. #vr #vrgaming
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20 Jul 2025
One of the scariest things I developed, especially when you're in the headset!
Bomber enemies in destructible environments are a chaotic combo!
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14 Jul 2025
Any LAV-25s in VR yet? Saw this beast and instantly pictured a CE version. Either friendly or hostile 👀
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13 Jul 2025
Thank you for all the support on the overhaul devlog! Crunch Element started as something I just wanted to play with friends in college but it didn’t exist. Seeing it grow with a real community behind it is surreal. VR isn’t an easy space to survive in without big funding, but I’m committed to pushing this forward and documenting the ride as I go!
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12 Jul 2025
The Crunch Element Overhaul Update Devlog is here! After over a year of focused development, Crunch Element has been completely overhauled from core systems and visuals to gameplay and progression. 🔹 Contract & Stage System: Missions are now structured with story-driven contracts and multiple playable stages. 🔹 Enemy AI Rework: Smarter, more coordinated enemies that flank, search, and react with emergent tactics. 🔹 Progression & Loadouts: Earn XP, unlock gear and attachments, and customize your loadout from anywhere. 🔹 New Objectives & Interactables: Keycards, hacking, defense tasks, optional objectives, and modular puzzles. 🔹 Visual & Performance Upgrade: Every asset reworked, with full precomputed lighting for VR-optimized performance. 🔹 Expanded Hideout: A social cantina, new tutorial, and immersive hangar experience for mission flow. 🔹 New Gear & Items: Force fields, deployable shields, scanners, breaching rounds, and the Sentinel turret. 🔹 Improved Weapon Handling: Ammo types, chamber checks, charging handles, and realistic behavior across the board. Thanks for your patience and support! Join the community on Discord, follow on X for behind-the-scenes dev posts, and enjoy the new build! 🎮 Steam Page: store.steampowered.com/app/1… 💬 Discord: discordapp.com/invite/vutD5y… 📣 Crunch Element X: @CrunchElementVR
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Blake Zonca retweeted
Designed for destruction. Built for VR.
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New videos dropping soon! An update recap showing all the new CE features as well as some behind the scenes devlog deep dives.
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Happy 4th of July 🇺🇸
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28 Jun 2025
VR needs destruction. Back in college, the game I wanted didn’t exist, so I set out to build it. Crunch Element just got its biggest update yet. After a year of reworking it from the ground up, it now features: ✅ Fully networked destruction in VR. ✅ Weapon customization and progression. ✅ New breaching gadgets, armor, and cosmetics. ✅ Overhauled tactical AI with multiple enemy types. ✅ 100% precomputed lighting for high performance chaos. ✅ All new levels, NPC transmissions, and mastery rankings. ... and MUCH more. Proud to finally share this!
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