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.
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:
FoxNext 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
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