Check out these behind the scenes videos for Iron Man VR for PlayStation VR

 

Sony recently surprised everyone by announcing an Iron Man VR game but we’ve not seen much about the game other than the teaser trailer and a few details from demo held behind closed doors. We now have a couple of behind-the-scenes videos that show how the game is being made and they have a little more gameplay.

The first video explains how you will be able to fly in the game using the repulsors in the gloves of the suit.

“During the initial ideation process, the team at Camouflaj knew we had to execute on a number of essential components to bring the Iron Man fantasy to life in VR,” explains director Ryan Payton. “Feeling like you’re wearing the suit, blasting your Repulsors, viewing the world through a full three-dimensional HUD, and being the complex (and inventive) Tony Stark character were all key, but none more important than nailing the sensation that you’re flying around as Iron Man in VR.”

Here is a little more on how the team have tackled flight in the game.

Physics-based Flight

The key reason it feels so good and natural to fly as Iron Man in our game is because we obey Newton’s laws of motion. We doubled down on how it would work in real life, which, it turns out, your brain really appreciates. Every frame we process includes calculations of up to a dozen forces, such as thrust, drag, and gravity — as well as our assistance systems — that output Iron Man’s accurate and believable trajectory through the sky.

Momentum Conservation

Whenever possible, we preserve the player’s forward momentum. These systems allow the player to carve turns at high speed and enable our dogfight mechanics.

Bumpers

Inspired by those balloon-like “bumpers” at bowling alleys, we built an invisible system that cushions and guides the player around hard edges of buildings and other geometry. The bumpers also soften the blow when the player rams into something at high speeds. Under the hood, we account for potential upcoming collisions and gently apply collision-avoidance forces.

Contextual Suit Settings

It turns out, the player doesn’t want to accelerate from zero to 300 kilometers per hour when they are trying to delicately fly around more confined spaces. Wherever more precise flight speed is needed, we apply different suit settings based on context. This allows the player to utilize their thrusters for both small-scale maneuvers as well as unlocking full-blown, face-melting thrust when they need it.

We also have a nice time lapse video showing how the new suit was designed.

Sony has yet to confirm a launch date but we do know Marvel’s Iron Man will be released some time this year.

Source: PS Blog

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