Paper Prototype - Boss Fight

Role

Technical Designer

Team Size

2

Duration

3 weeks

Tools

Unreal Engine, Blender, Perforce, Adobe Illustrator, Trello, Figma

Unreal Engine, Blender,

Perforce, Adobe Illustrator,

Trello, Figma

Overview

In the summer of 2023, after receiving a scholarship from Sammes Stiftelse, my friend and I developed a game, aiming for a 15-minute playable demo by the end of summer.

In the summer of 2023, after receiving a scholarship from Sammes Stiftelse, my friend and I developed a game, aiming for a 15-minute playable demo by the end of summer.

Planning of boss Design

I began by designing three distinct phases for the boss. The first two phases featured falling stones and homing missiles respectively, while the final phase combined both elements. From the summary, I then crafted a detailed rendition, elaborating on each stage and their seamless transitions to the subsequent phases.


The last thing I did was to create flowcharts of the full boss fight.

Boss Phases

Boss Flowchart

Boss Flowchart

Prototyping

Using the flowcharts, I designed the various phases as custom events. These events recur until the player reduces the boss's health to a predetermined level, triggering the transition to the subsequent phase of the battle.

Boss Logic Prototype

Boss Flowchart

Itterations and Polish

For the whole boss I've incorporated exposed variables for the boss's health and duration of each phase, facilitating real-time adjustments during testing.


After preparing the boss for testing, I went and got some friends to playtest. They tested the boss, and I made real-time adjustments based on their feedback. The only adjustment required was shortening the duration of each phase, as playtesters felt they were too lengthy and believed the game had ended before reaching the final phase.


The last step involved using Blender to design assets for the boss’s lair and integrating them into the game.

Boss Polished


Boss Prototype