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Wanted Killer VR 2017-2019

A VR movement-shooter

Steam:                               Wanted Killer VR on steam

Made by:                           A team of roughly 20-30 people at Playsnak

Development time:        2 years

My Tasks:                          Early: Game Design, Level Design, AI

                                              Later: Game Design, Balancing, AI

Wanted Killer VR is a stylized, arcady VR shooter in which you move by warping into killed enemies. With every warp you take the weapon the enemy carried. This system constantly changes the way you play and your position in the game world during combat and creates exciting, action packed gameplay.

The gameplay is designed for real physical activity to make the best use of VR controls possible. Bullet speeds are tweaked so they can be avoided with body movements, the player can physically hide behind cover and even melee-hit enemies.

There are 4 playable characters, over 30 unique weapons and enemies and a campaign consisting of 32 missions including different rulesets, objectives and boss fights. Additionally, multiple game modes exist, allowing for lots of playtime beyond the campagin.

Making of

This is the first commercial game I worked on. We started development on this game with a small team of 2-4 people during my internship at Playsnak. At that time, I was responsible for establishing the core game loop with my team mates, building the early levels and creating enemy AI.

The team size gradually increased over time and after I left from my internship and came back about a year later a lot about the game had changed - though most of the core gameplay loop had remained the same or similar.

The game had released to early access, now about 20 people were working on it full time, we had a campaign with 4 playable characters and the amount of enemies and weapons had increased significantly.

My new responsibility was to balance all of this new content and, together with our new lead designer, design systems that would increase the game's retention and replayability. Furthermore, I worked on all enemy types in the game together with our main AI programmer to fix any bugs and facilitate engaging, varied gameplay by redesigning the behaviour of most enemy classes.

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