King Kong of Skull Island VR was a multi-disciplined team effort. Set in the middle of Skull island with the inspired concept from Joe Devito, we aimed to create a unique interactive ride for all ages.
This level was unreleased and remains only a design testament to reuse an entire level and cast new light to its gameplay and progression. After I initially designed chapter 1 we were tight on time and scope towards the end of the project. There was a need for another level with new encounters and visual interest.
For this level, I reversed the ride and played it backwards starting at the boss fight and returning to the extraction point. After playing it in reverse, switching it to night, and adding the new danger of erupting volcanos, it had a new look and pace. It no longer became a 'Player Vs. Boss' but a PVE chapter. By switching the interaction spots to new spaces and designing around 'escape the island'. It saved scope and time for the programmers and the art team. As a designer we have to think about creative ways to show new experiences within a scope that doesn't hurt the project. Not to mention reusing art assets, kits, trims, and lighting layouts.
I had the privilege to lead and work alongside a talented team of artists and programmers. In collaboration with art leads, producers and licenses, we crafted a unique VR experience for the arcade!
Thanks to everyone who contributed.