• Resume
  • Professional Work
    • Tools Development
    • Asgard's Wrath 2
    • Asgard's Wrath
    • Marvel Powers United VR
  • About

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Marvel Powers United VR
Role: Designer — Combat, Bosses, & Enemy SystemsTeam: Team of 7 designersProject: Large-scale multiplayer PvE VR action game featuring iconic Marvel heroes and enemies.
Scope & Ownership
  • Owned all enemy and boss design, from concept through implementation for the final 6 months
  • Rebuilt the full combat suite in ~6 months after work done before I was brought in was discarded
  • Designed enemy behaviors, encounter structure, and combat pacing for cooperative VR
  • Tuned combat readability, responsiveness, and spectacle to support hero fantasy and player clarity
  • Collaborated cross-discipline to integrate AI, animation, VFX, and gameplay systems
Outcomes
  • Delivered 100% of planned combat content under a tight deadline
  • Shipped a complete, stable combat experience in 6 months
  • Redesigned enemy behaviors to improve cooperative play and VR readability
  • Established encounter standards balancing mechanical challenge with superhero power fantasy

Combat & Enemy Design

Marvel Powers United VR required fast-paced combat that supported multiple heroes, cooperative play, and VR comfort. I rebuilt the project’s combat foundations, defining enemy behavior patterns, encounter flow, and gameplay readability across heroes and environments.
  • Designed scalable enemy behaviors supporting multiple hero archetypes
  • Built encounter frameworks enabling consistent combat experiences across missions
  • Tuned pacing and feedback to improve player responsiveness and situational awareness in VR
  • Created reusable combat patterns adopted across content
Role & Context
  • Joined the project during a critical production phase and was responsible for rebuilding the entire combat experience after prior development was scrapped.
  • Owned all enemy and boss design while partnering closely with Engineering, Animation, VFX, and QA to stabilize gameplay and deliver shippable systems under aggressive timelines.
This effort stabilized the project and created a consistent gameplay foundation across heroes and environments.
Impact
  • Stabilized a struggling production by rebuilding core gameplay systems under tight deadlines
  • Improved player feedback and enemy readability in VR
  • Created reusable combat frameworks adopted across the project
  • Helped align Design, Engineering, Animation, and VFX around a shared combat vision
This project marked a major growth point in my career—demonstrating my ability to step into complex production environments, rapidly assess systemic issues, and execute focused redesigns that ship. My work on Marvel Powers United VR directly contributed to my promotion into Senior Designer and subsequent leadership roles on Asgard’s Wrath.

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The Thanos fight was my crowning achievement on Marvel Powers United VR. I designed and implemented it from paper to ship. It featured 6 phases, each adding a new Infinity Stone ability.
Nick Vollmer — Lead Gameplay Designer | Combat Designer | Technical Designer

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