Predator VR
Predator VR was set to be the third commercial release from the FoxNext VR Studio. As of the Disney acquisition, the game has only been released to LBE arcades, but an in-home release is still possible.
The game centered around a unique premise for VR: Asymmetrical multiplayer. In MP, players took on the role of either a squad of human soldiers looking to activate satellites and escape the map in a helicopter or as the Predator itself, looking to kill those soldiers. Gameplay supported 1v1, where the remaining human squad was driven by AI, for 1v2, 1v3 configs where all soldiers were played by human players. The Predator comes with the full suite of cinematic powers- Plasma Blasters, blade gauntlet, cloak and thermal vision. Further, it featured an incredibly unique locomotion mechanic that allowed Predator players to leap onto rooftops, bound from tree to tree and stalk their enemies from unique vantage points. Soldiers were not powerless, however. They could utilize the environment to short-circuit the Predator's skills, hide inside cold or hot areas to mask their thermal presence and collect an arsenal of weapons to try and get the kill. The game is decided on a basis of points where points are awarded for melee kills, plasma blaster kills, activation of satellite stations and escapes. The path to victory isn't always through deathmatch. Action takes place on 3 unique maps: The classic Jungle, an abandoned Soviet research lab and an evacuated New Orleans. The game also featured a single player story campaign following the survivor of a Predator encounter and a score-attack mode called Rampage where players could practice their Predator kills on AI squads. Project Responsibilities Director of Games (Fox Next) On Predator VR my work unfolded in two distinct ways. The first was as Creative Director, working as the liaison between 20th Century Fox and the developer, Phosphor Games. In that role I'd bring my personal taste to bear in shaping the game from a suite of unique Player Personas. Additionally, I watched hours of playtest data to determine key takeaways and feedback both for the developer and for Fox management and stakeholders. But the bigger role was in making sure that the priorities and needs of studio stakeholders- whether they be from Brand Management, Finance or C-Suite- were similarly being met. This meant participating in Backlog Grooming and Sprint Planning, as well as establishing clear delivery dates for Milestone playables. Where to download it: Steam |
TEAMFoxNext VR Studio
General Manager Brendan Handler Director of Games Scott Stephan Creative Development Steve Tzirlin Business Development Kelly DiGregorio Publishing & Useability Jody Belliveau Technical Manager George Goldman Story Editor Jeff Juhasz Coordinator Nate Winslow Quality Assurance Tester Earvin Ramos Phosphor Games Lead Designer David Turkiewicz Designer Benon Kaminsk Designer Brandon Partner Multiplayer Designer Darius Salary Project Lead Programmer Shajee Fakih Lead Programmer David Bayzer Programmer Jeremy Crockett Programmer Matthew Feingold Programmer John Mahoney Programmer Greg Mendez Weeks Programmer Skyler Wright Character Artist Colin Joyce Environment Artist Andrew Parker Murphy Environment Artist Dan Contreras 2D Artist Grace Culloton Technical Animator Matthew Degen Motion Capture Performer Ronnie Barnett Motion Capture Performer Chris Brickhouse Lead Sound Designer Christopher Prunotto Producer Chris Weiss Senior Producer QA Greg Poulos Project Lead QA Daniel Marvan Lead QA Jeff Austria QA Jessica Wiedner QA Jason Hrynko CEO Justin Corcoran Director Chip Sineni Creative Director Jarod Pranno COO Andy Kniaz CTO Kyle Bailey Design Director Jon Cooper Art Director James Taylor Animation Director Alan Cruz IT Kyle Zetts Phosphor Studios Would Like to Thank Bad Rhino Games Sweet Justice Sound Dream Squad Nathan Kilthorne Anthony Leyva Edward Zak Carlos Zamudio Kyle Fletcher Dan Blazek Dustin Carroll Cass Eager Alan Morgan |