Iron Man VR: Final Boss
Goals:
Epic boss battle
Constraints:
Player must use the Mark 1 suit
Must take place at Tony's Malibu mansion
Role:
Lead the creation from concept to ship
Created several prototypes to solidify direction of the boss fight
Worked closely with all departments to heavily iterate on the design and gameplay
Collaborated with animation, engineering, audio, VFX, and concept to fulfill the needs of the level
Level Intro
Beats:
Intro
Mansion shield scan
Combat
Narrative break
Combat
Foreshadow that something isn’t right
Boss
Beats:
Giant Gunsmith shows off new abilities
Introduce first weakpoint without shield
Introduce weakpoints with shields
Introduce teleport ability
Introduce Orbital Strike ability
Gunsmith’s attacks become desperate
Surprise attack from Giant Gunsmith
Ghost creates opportunity for player to destroy holoprojector
Giant Gunsmith explodes
Level Design Process
In general my preferred process for creating levels involves iterating as much as possible with playable content. I like to start that process by first understanding the main goals/beats of the level, what happened in the previous level, and what needs to happen in the next level. Once I have a direction I’ll switch back and forth between blocking out gameplay in engine and gathering/evaluating playtest feedback on that blockout.
For the final boss fight I had to modify that process to account for the big technical challenges, content restrictions, and strict narrative requirements. If you’d like more details on how that process worked for the Final Boss fight click the button below. Note: That content is password protected as I show early prototypes.
Full Playthrough
The Final Boss level that I worked on starts at 7:55 in the video below.