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PHANTOM COVERT OPS: Sniper Tower

The sniper tower encounter represents a climatic point in both Irina Volkov's story arch, as well as a peak in realisation of 360, VR, tactile stealth encounters.
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This arena-like level design encourages guile, physical interaction, skill in traversal, and distraction. An encounter truly brought to life, and only possible through VR.
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Zhurov has unleashed his hunter and you are the prey. Irina Volkov has been taunting you and teasing you throughout your escape. Her plan has all lead to this point, a vantage point high up and always in her favour. You must lay down your weapons and think more about the world around you to overcome this enemy.

"Irina Volkov"
She was trained from a young age, specialising in marksmanship tactics, Irina became a lethal sniper, performing assassinations for Zhurov by the age of 17. 
With an operative loose, Zhurov personally entrusted Irina to "Deal with it."

"Irina Volkov"
She was trained from a young age, specialising in marksmanship tactics, Irina became a lethal sniper, performing assassinations for Zhurov by the age of 17.
With an operative loose, Zhurov personally entrusted Irina to "Deal with it."

"Irina Volkov's downfall"

"Come out, come out, where ever you are?"

From a point of absolute advantage, Irina attempts to lure you out into the open of Voldat's Centre Square.

"Come out, come out, where ever you are?"

From a point of absolute advantage, Irina attempts to lure you out into the open of Voldat's Centre Square.

An early design saw you overcome her sniping gauntlet to detonate and demolish her tower from below. 
This was redesigned to create a more interactive, multi-tiered encounter.

An early design saw you overcome her sniping gauntlet to detonate and demolish her tower from below.
This was redesigned to create a more interactive, multi-tiered encounter.

Irina's vantage point was re-contextualised and moved to the centre of the square to enable a 360 degree encounter. 

This layout encouraged more 1:1 interaction, distraction, stealth and tools, whilst maintaining a constant sense of peril and threat.

Irina's vantage point was re-contextualised and moved to the centre of the square to enable a 360 degree encounter.

This layout encouraged more 1:1 interaction, distraction, stealth and tools, whilst maintaining a constant sense of peril and threat.

It's tough to contextualise real world situations with actual gameplay demands in place. 

- The concrete base offers cover
- Yellow rods are for grabbing / stabilising
- Which leaves a comfortable height cutting the cable
- Looks appropriate

It's tough to contextualise real world situations with actual gameplay demands in place.

- The concrete base offers cover
- Yellow rods are for grabbing / stabilising
- Which leaves a comfortable height cutting the cable
- Looks appropriate

"Distract and Destroy"

The Sniper Tower ended up as a 360-degree challenge with multiple routes and opportunities to explore and prove your metal at both stealth and control.

Weapons are ineffective, some guile plus a cutting torch can go a long way.