CROSSING
CROSSING
CROSSING
MICHAEL KIRBY
BATMAN: ARKHAM SHADOW
I wanted to share that I was involved in the development of Batman: Arkham Shadow, I supported Camouflaj by contributing to design work across levels, puzzles, dialogue, combat encounters and visual-scripting logic. My role involved helping shape compelling gameplay moments, building interactive sequences, and refining narrative flow to support the game’s tone and pacing. This collaboration allowed me to work closely with the internal team at Camouflaj and with all other external support teams brought on to help with development. The work I did added depth, clarity, and polish to the player's VR experience within the Arkham universe. The game also won Best VR/AR game at the 2024 Game Awards!
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I was involved in the following areas of the game:
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Sewers
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Gotham Rooftops
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​Apartments
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Monarch Theater
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Courthouse
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Max Security
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Death Row
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Arkham Ward
PUZZLES & COLLECTABLES
In Batman: Arkham Shadow, I designed a variety of puzzles that challenged players to think strategically while staying true to the immersive, detective-driven tone of the Arkham universe. My work involved crafting puzzle mechanics, arranging environmental clues, and shaping the pacing of each challenge to create satisfying “aha” moments, while also keeping in mind the unique aspect of VR traversal. I also placed collectibles throughout levels, both as rewards for overcoming puzzles and as hidden discoveries that encourage exploration. Ensuring each item felt purposeful and rewarding to uncover. Together, these elements helped enrich the game’s sense of discovery and player agency.




SEWERS
I contributed extensively to the development of the Gotham Sewers level for Batman: Arkham Shadow, supporting with a wide range of gameplay, design, and implementation tasks that shaped both the player experience and the level’s overall polish. My responsibilities included crafting and iterating on enemy combat encounters, ensuring each fight supported the intended pacing, difficulty curve, and thematic tone of the environment. I also handled numerous level design fixes, from smoothing traversal paths to adjusting layouts and sightlines to improve flow, readability, and player guidance. In addition, I applied detective mode materials to key objects throughout the space, helping players intuitively identify interactions and investigative points of interest. I worked on integrating narrative and gameplay cues as well, setting up dialogue triggers, environmental hints, and contextual prompts to reinforce progression and maintain immersion. Beyond combat and narrative systems, I designed puzzle moments that connected logically with the environment and encouraged exploration-based problem solving. Together, these contributions helped shape the Gotham Sewers into a cohesive, engaging, and polished gameplay experience.
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Below you see gameplay of the Sewers level.




HELIPAD ASCENT
For the Helipad Ascent level, I had significantly more creative freedom, allowing me to shape the experience with a strong focus on VR-centric traversal and player comfort. My work centerered around refining and reworking level design elements so movement felt natural, intuitive, and physically grounded for VR players. This included adjusting geometry, spacing, and vertical routes to ensure that every path not only made visual sense but also aligned with VR interaction expectations, body positioning, and player reach. I iterated heavily on traversal sequences such as climbs, jumps, ledges, and environmental transitions to maintain a smooth rhythm that balanced accessibility with challenge. Throughout the process, I evaluated how each design choice would feel from a first-person VR perspective, prioritizing clarity, spatial logic, and environmental coherence. These creative contributions helped improve Helipad Ascent's traversal areas of the level.
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Below you see gameplay of the level.




Become Batman in this official new entry into the Arkham franchise.
It’s the Fourth of July, and Gotham City is under attack by a new threat: the mysterious Rat King and his cultish devotees. As widespread rioting engulfs the city, Batman races to prevent this so-called “Day of Wrath,” but it all goes wrong.
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Experience Gotham City like never before. Take down its most notorious criminals in breakthrough VR, with hard-hitting Arkham Combat. Customize how you fight - choose from powerful weapons, favourite gadgets, bold fighting styles and lifelike locations. The game is set roughly 2 years after the events of Batman: Arkham Origins.
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Released for the Meta Quest 3 VR headset.
ABOUT THE GAME
STORY TRAILER
Below is a story cinematic trailer of the game.