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Justice League VR


Game Info

Genre: VR Action Simulator
Platform: Oculus, VIVE, PSVR, Gear, Daydream, Cardboard, IMAX VR
Release Date: Nov 17, 2017


Work Summary:

Position: Technical Level Designer

  • Aquaman: Created level layouts, and worked on combat system along with balancing gameplay and scoring. 

  • Batman: Designed and implemented level collision and respawn system.

  • Wonder Woman: Assisted in implementing level collision and adjusting nav mesh for enemy AI. 

  • Implemented custom rumble system into that worked across multiple VR platforms.



In Justice League VR: You are BATMAN. Fueled by his restored faith in humanity and inspired by Superman’s selfless act, Batman needs to work quickly to find and recruit a team of metahumans to stand against a newly awakened threat. Take part in fully immersive simulations to test the abilities of the new and improved Batmobile and of prospective league members: Wonder Woman, Aquaman, The Flash, Cyborg, and Superman.



Gameplay Shots



For Aquaman I was responsible mainly for doing the level design. This Included greyboxing level layouts, prototyping gameplay as well as tweaking and tuning gameplay difficulty for each different phase of the levels. I also implemented the custom Haptics/Rumble system into the level. I was also responsible for scripting the outro ending sequence of Aquaman.




For Batman I provided design and technical support. My main responsibilities were the level collision as well as scripting the respawn system for the batmobile. The main goal here was making sure players couldn't get out of the world or get stuck. We went through 3 different iterations of the respawn system before working with a prefab based system in Unity that would be easy and fast to tweak and edit. I also implemented the custom Haptics/Rumble system into the level.




For Superman I implemented all the rumble. Working with the engineering team we used unity event systems to hook up where and when we wanted haptics to occur. I also tuned frequency and length to ensure the rumble was accurate to what the player was doing on the screen. 



Wonder Woman

I contributed to Wonder Woman by helping to implement and refine the level collision as well as the nav mesh for the enemy AI. This was mainly for the demo we would be displaying at New York Comic Con for people to get a taste of the upcoming release. I ensured collision was accurate and that enemies would not get stuck in places they shouldn't by continuously adjusting and baking nav mesh in the level. 

Wonder Woman

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