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:

  1. Intro

  2. Mansion shield scan

  3. Combat

  4. Narrative break

  5. Combat

  6. Foreshadow that something isn’t right

Boss

 

Beats:

  1. Giant Gunsmith shows off new abilities

  2. Introduce first weakpoint without shield

  3. Introduce weakpoints with shields

  4. Introduce teleport ability

  5. Introduce Orbital Strike ability

  6. Gunsmith’s attacks become desperate

  7. Surprise attack from Giant Gunsmith

  8. Ghost creates opportunity for player to destroy holoprojector

  9. 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.