Players become the protagonist in five different movies, each in a unique genre. Break into a top secret research lab for an explosive heist, master kung-fu in an epic saga, dive deep into ancient ruins as a brave treasure hunter and more.
Movies are broken up into four acts. Some have you taking on enemies, while others see you dodging laser grids, riding trains, or navigating temple traps. One moment you’ll be ducking boulders or drone attacks, the next you’re fending off dinosaurs.
In Action Hero, there is no artificial movement. Every near-miss bullet dodge or mid-air catch is physical, keeping the action smooth and comfortable. Slow-motion pacing lets you fight back with stylish flair and take in the explosions.
This is a VR exclusive game released on the Meta Quest 2, 3 & 3S.
Read more about the game at the official site!
In this project we wholeheartedly made the transition to using AngelScript for several reasons, the main ones being to be able to have the code hot-reload in editor; to get rid of complicated and error prone Unreal Blueprints; and to let designers have a more active role in programming. Me and the Lead Programmer collaborated on making this happen, and I'm very satisfied with the result: We've never had a more stable release candidate and we would never have been able to achieve this project in the single year we did without it.
Speaking of the timeline: we had 11 months to complete it from the day we started, which definitely was a huge challenge, especially since we still wanted it to look and feel really good. Something that really helped us get there without any major failures was the fact that we communicated a lot during the project. We quickly identified areas where different disciplines needed to have recurring meetings to stay in sync, and we also had monthly retrospectives so that problems in the group or our way of working was brought up to light as early as possible. At the same time, we also made sure to have meeting free days, in order to actually have time to do the work without interruptions.
As Lead Game Designer I was part of the core group that worked on this project from day 1. At first, I worked a lot with the Game Director to iron out the design, the narrative and come up with what kind of levels we wanted to include. As other developers started to join the team, I took more of the leader role for the designers among them, as well as lifting my part of the tech design. I worked on this project up until the release. I'm super proud with the final product and I really enjoyed working with this team to make it happen!
It was the first time I was taking the role as lead from the start of a project, and I feel like I learned a lot through the process. Mostly, I am itching to take all my learnings and apply them on my next project as lead designer!