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“We zeroed in on capturing the sense of freedom and power of flying”: Becoming Marvel’s most famous Avenger in Iron Man VR

The great thing about combining Iron Man with PS VR is how the two complement each other; it’s an ideal combination of license and technology. When we chatted with game director Ryan Payton, he clearly knew that perfecting the feeling of flying was the most important thing. “The first prototype was completed very quickly thanks to the excellent work of Camouflaj engineer Troy Johnsen, and I think even he was amazed at how much fun the game was after just a few days of work,” revealed Payton. “Flying physical thrusters from the palm of your hand is fun, even in early ‘gray box’ form.”

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Enemy AI is designed to test your flying and shooting skills, and your enemies act more than just cannon fodder. But getting to the point where we can fly around a sandbox map like Iron Man is “the culmination of years of iterations of models, materials, animations, VFX, SFX and black magic engineering,” Payton said.

The details make the action so immersive. For example, the team spent over a year making sure we could see Iron Man in full gear in-game so that the floating hands wouldn’t take us out of the experience.

The smallest things really matter. Who would have thought we’d all be holding our PS Move controllers in a subtle way that would affect how the game ran? Payton explained: “Every player handles the PlayStation Move controller differently, just like not everyone handles the pen the same way. The player’s signature handling of the PlayStation Move controller affects how they fly in the desired direction. capabilities, so we implemented some hopefully inconspicuous features under the hood to help smooth things out. All credit goes to our engineers for creating a truly magical piece of technology that keeps track of our controllers.”

Controls aside, Payton said, telling a meaningful story in this game is as important as the sense of flight. “We’ve put years of work into the game’s script, cinematic sequences, and character-driven moments. We’re all very proud of the game’s campaign, which puts players in the role of Tony Stark in an all-new story. “

As you can see, the game is not only about Iron Man, it is also about Tony Stark. But giving us the man behind the mask is more subtle than giving us the power fantasy of Marvel’s most famous armor. Being a genius billionaire means staying home: “We built Tony’s mansion and garage in Malibu where players can play and upgrade his Impulse armor. Between missions, players can return to the garage to select missions, including ours There’s no mission ready yet…” Payton said. We can’t wait for them to arrive.

(Image credit: Future)

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“We zeroed in on capturing the sense of freedom and power of flying”: Becoming Marvel’s most famous Avenger in Iron Man VR

The wonderful thing about pairing Iron Man with PS VR is how the two complement one another; it’s the ideal match of license and technology. As we chat with the game’s director, Ryan Payton, he’s clear that perfecting the sense of flight came first. “The initial prototype came together extremely quickly thanks to the incredible work of Camouflaj engineer Troy Johnsen, and I think even he was blown away by how fun the game was after only a few days of work,” reveals Payton. “Even in its early ‘grey box’ form, it was really fun to fly around using physics thrusters from the palms of your hands.” 
Save up to 49% on Official PlayStation Magazine subscriptions

The enemy AI has been designed to test your flying and shooting skills, and your foes behave like more than cannon fodder. But getting to this point when we can fly around sandbox maps as Iron Man has taken a long time – it’s a “culmination of years iterating on the model, materials, animations, VFX, SFX, and black magic engineering under the hood,” says Payton. 
The details are what makes the action feels so immersive. For example, the team spent over a year ensuring that we can see Iron Man’s full arms in the game so we won’t be drawn out of the experience by floating hands. 

The smallest things really matter. Who’d have thought we all hold PS Move controllers in subtly different ways, and this affects how the game plays? Payton explains: “Every player grips the PlayStation Move controllers differently, similar to how everyone doesn’t grip a pen in the same fashion. The player’s signature handling of the PlayStation Move controllers has an impact on his or her ability to fly in their intended direction, so we implemented a few – hopefully unnoticeable – features under the hood that help smooth this all out. All credit goes to our engineers for creating some truly black magic tech that powers our controller tracking.”
Control aside, Payton says telling a meaningful story within this game is as important as achieving that sense of flight. “We have put many years of work into the game’s script, cinematic pipeline, and character-driven moments. We’re all really proud of the game’s campaign, which puts the player in the shoes of Tony Stark in an all-new story.”
The game isn’t just about Iron Man you see, it’s also about Tony Stark. But delivering on the man behind the mask is more nuanced than offering us the power fantasy of Marvel’s most famous suit of armour. Being the billionaire genius means spending time in his home: “We’ve built Tony’s Malibu mansion and garage where the player can tinker and upgrade their Impulse Armour. Between missions, the player can return to the garage to select missions, among other things we’re not ready to talk about just yet…” says Payton. We can’t wait till they are.

(Image credit: Future)
This article first appeared in OPM. For more excellent features the one you’ve just read, don’t forget to subscribe to at MyFavouriteMagazines.

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  • Synthetic: Tài Chính Kinh Doanh
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Tài Chính Kinh Doanh

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