Level Design – Boss Fight

WHAT'S IT ?

Information :

This level design is a personal project, to improve myself, and increase the number of creations on my portfolio.

The idea behind this level design was to use God Of War’s axe-throwing system and apply it in a level design during a boss fight.

Some data :

1

I'm alone on the project.

8

Hours

Objectives :

The goal is to create an interesting level design, mixing exploration, environmental storytelling, and the discovery of a boss’s lair.

It was a challenge, I wanted to see what I could do in a given time with a gameplay feature (axe throwing).

Here is the moodboard I made to increase my inspiration and take visual references of the god of war style.

LEVEL DESIGN :

Map :

Level Design Intentions :

I made various screens with drawings to explain my level design intentions:

Basic Level Design - Ideas
Basic Level Design - Ideas

Here we are at the beginning of the level, the idea is to catch the player’s eye in two places, at the bottom there is a new arch that you can see through the trees. As well as the presence of the mountain on its left which is the representation of the final goal. The player will tend to look for the path to reach the foot of the mountain to cross it.

Basic Level Design - Ideas
Basic Level Design - Ideas

The player discovers two places, there the objective is to create exploration if the player wishes it and to accentuate the environmental narrative, thanks to the presence of a sanctuary and next to it a place of prayer.

The god ray will draw the player into this place of prayer, and will learn more about the world of the game.

Basic Level Design - Ideas
Basic Level Design - Ideas

In the direction of the mountain, the player is called to enter a corridor with the presence of spiked arches to show the potential danger and importance of the place that the player will discover. But the player still does not have the opportunity to see what awaits him. We want to surprise him.

Basic Level Design - Ideas

The player comes face to face with a boss, he will have to adapt to the topology of the level to use the axe throw, breaking the arches under the boss to weaken him (shown in orange) as well as breaking the 3 weak points of the boss present in his back.

The boss will have a very aggressive AI with a loading system like a bull that will be stunned when he hits the stones (shown in blue).

GAMEPLAY VIDEOS :

Exploration :

Boss Fight Example :