


How can we create an authentic Iron Man story that leverages the strengths of VR? The immersiveness and the first-person nature. That’s one of the things we first started off with, working with Bill Roseman, the creative director of Marvel Games. We obviously take some inspiration from the comics of the films, but it’s an original story. Payton: Iron Man VR is a completely original story, built from the ground up. GamesBeat: What sort of story did you come up with? Is it related to the movies? If you include contract help at the moment, we’re well over 60 people on the game right now. We were working on that with a small team while the majority of the team - it’s a 50-plus person team up in Seattle - was working on Iron Man VR. We did a game called Republique VR, which was a launch title for Oculus Go. Payton: Our first foray into VR was actually doing a VR port for our first game a company, which was called Republique. GamesBeat: What had you done before that? Have you done anything else in VR?

That’s what we’ve been doing for the past two-and-a-half years. They’ve always been about wanting to enable developers like Camouflaj to make not just an experimental game, but a full-fledged real game for PlayStation VR. We eventually created a partnership with Sony, and they’ve been extremely supportive. One thing led to another, and next thing I knew we were working with Marvel on Iron Man VR. I knew I’d love to work with Marvel and it seemed like they wanted to work with us on a VR game. Around the time they announced at E3 2016, he introduced me to Jay Ong, the head of Marvel Games, in the Marriott lobby, where all biz dev happens at E3. Eventually, he became creative director on Spider-Man. One of the folks I used to work with was Bryan Intihar, one of my best friends. Ryan Payton: I was a journalist way back in the day. GamesBeat: How did you get connected with Marvel?
