Entertainment

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

The advantage of combining Iron Man with PS VR is that the two complement each other; The ideal combination of license and technology. Speaking with the game’s director, Ryan Payton, it’s clear that perfecting the sense of flight comes first. “The first prototype came together extremely quickly thanks to the incredible work of Camouflage Engineer Troy Johnsen, and I think even he was amazed at how much fun the game was with just a few days of work,” said said Payton. “Even in its initial ‘grey box’ form, it was really fun to fly using the physical thrusters in your palms.”

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Enemy AI is designed to test your flying and shooting skills, and your enemies act like more than cannon bait. But getting to this point where we can fly in sandbox maps, because Iron Man is so time consuming, “is the culmination of years of iterative work on the model, materials, animations, visual effects, special effects and black magic engineering under the hood”. he says. Pay.

It’s the details that make the action so captivating. For example, the team spent over a year making sure we could see Iron Man’s arms fully in-game so that we weren’t pulled from the experience by the hands.

The little things really matter. Who would have thought that we all hold PS Move controllers in so many different ways and it affects the way the game is played? Payton explains, “Similar to the fact that not everyone holds a pen the same way, each player grips the PlayStation Move controllers differently. The player’s idiosyncratic use of PlayStation Move controllers impacts their ability to fly in the intended direction, so we’ve implemented a few – hopefully unnoticed – features under the hood that help fix everything. All credit goes to our engineers for creating true black magic technology that powers our controller surveillance.

Control aside, Payton says telling a meaningful story in this game is just as important as having that flying feel. “We spent many years working on the game’s storyline, cinematic pipeline and character-driven moments. We are all very proud of the game’s campaign, which puts the player in the shoes of Tony Stark in a completely new story.”

The game isn’t just about the Iron Man you see, it’s also about Tony Stark. But putting the man behind the mask is more subtle than presenting us with the power fantasy of Marvel’s most famous armor. Being a billionaire genius means spending time at home: “We built Tony’s mansion and garage in Malibu, where the player can repair and upgrade his Impulse Armor. Between missions, the player can return to the Garage to choose missions, among other things that we are not ready to talk about yet…”, explains Payton. We can’t wait for them to be.

(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.

#zeroed #capturing #sense #freedom #power #flying #Marvels #famous #Avenger #Iron #Man

“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.

#zeroed #capturing #sense #freedom #power #flying #Marvels #famous #Avenger #Iron #Man


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