top of page
bg2-02.png

ANGEL SLAYER

INTRODUCTION

This is was a group project aiming to create a boss fight prototype. My responsibilities included:

designing a level that reinforced the main mechanics both for the boss and the player

working closely with narrative to deliver a consistent world

creating level design tools

8 Weeks​

5 People​

Unreal Engine

Perforce

Pre-Production

In the first stages of development  the team established the theme, mechanics and pillars of the game. 

                                        The boss needs to feel overpowered in size and abilities

                                        The player is at an advantage because of the arena

image.png

Narrative 

The hero is coming to finish the quest by killing the demon. They have completed all the quests and now is the time to face the ultimate evil. 

​​​​Arena and 2D Map​

I thought about what kind of arena could both challenge the player gradually but also give them an edge. First I tried having the boss move around the player but that would not work with the current intention, it would simply make the boss even more powerful. So I switched it. 

Initial Idea

square arena.jpg

Final Version

round arena.jpg

Phase1

Phase 2

αρχείο λήψης.jpg

Phase 3

​I created a circular arena that the player could use to circle the boss and the boss would be static in the middle. ​I still had to think about :

  • The increasing difficulty

  • Making an engaging arena

  • The boss attacks and the arena should be complimentary

The attacks would be more frequent and aggressive as the phases progressed.  So how could I challenge the player gradually but also give them a boost? How can we communicate the phase change to the player?

As every staged is passed the arena would crack even more. From having a fully concise arena to floating islands with airways popping up. As the boss gets more powerful so do the chances for the player gets to discover new angles.

References & Location​​​​

​Before doing any sort of blockout it is crucial to me to understand not only the mechanics and core gameplay but also the narrative and thematic goal. Then we can pin point the location and it's characteristics. 

Screenshot 2025-01-04 122433.png

Arc de Triomphe, Paris

​For the general shape I immediately though of Arc de Triomphe in Paris. The circularity around the hub, creating small arrow heads of housing pointing to the centre. 

image.png

Colosseum, Rome

For the actual arena the Colosseum seemed fitting, because of it's high inescapable walls and circular shape

image.png

Vesovius, Naples

I needed height, so the player could witness all of the explored areas, and realise what is at stake. I suggested creating a volcano in the hub, that would be created once all the quests were finished for three reasons:​

  • To communicate to the player that they have completed all the quests.

  • ​​It is the final grand battle.

  • ​​Create a point of interest that lives up to the battle. 

Production

Workflow

Grayboxing

image.png
image.png
image.png
image.png

​The first step to my process is using 2D maps to create a general layout, getting a general shape. In this project I started with the space surrounding the arena. Even though I wouldn't go into detail we collectively agreed that setting the mood and vision even for a prototype was important.

 

​I used a blockout pack to layout the 8 areas the player would need to clear with a main tower each signaling each of the smaller bosses.For the arena I had a different scene where I tested out the sizes both of the arena and the volcano walls around it.​​

Scripting

Usually in projects I will take on some scripting that is closely related to the levels, before starting the blockout. ​During this process I created a new scene  called Toybox, where I test out my scripts, metrics, distances etc.​

 

In this project I created airways, disappearing platforms, death boxes, checkpoints and others alike.​It is essential for me to have tools I can work with in my level, to make the levels interesting and creative.​​

Blockout

αρχείο λήψης (1).jpg

Spreading the areas and pairing them in couples create a cross road for later world building( uniting the rest of the world to this location).

αρχείο λήψης (2).jpg

Using the landscape tool to sculpt and finalise the volcano.

αρχείο λήψης (5).jpg

Finally, creating a path to the volcano familiarizing the player with movement and airways. 

αρχείο λήψης (3).jpg

Assembleling the arena 

​​When at last all the mechanics and level interactables are in place it's time for the blockout. ​Since this prototype would be mainly focused on the boss fight and there would be no previous movement/fighting, I was responsible for a small "tutorial" for the movement.​Going back to the graybox, I duplicated the scene and started iterating. This was my process.

Iteration

​During this project there wasn't much time for iteration but there are some things that looking back I would iterate on.​​

1. Making a Choice

 

The most important of them for me was implementing the idea about using the airways as a healing mechanism to introduce choice during this boss fight. In between the cracks airways pop up, that the player can use to boost themeselves up in order to not fall but also gain an edge. 

AirwayGIF-ezgif.com-video-to-gif-converter.gif

They would have to choose between a safety net or extra health, they both would provide the same thing: Keeping them from losing, but in very different ways. 

Unfortunately, we didn't have the time to implement this, but it would be the first thing I would iterate on. 

sideairwayGIF-ezgif.com-video-to-gif-converter.gif

2. Side Airways

At the base of the volcano, I designed airways in an X shape to help players navigate safely, whether they needed to recover from a fall or simply move around securely. However, this approach came with several obvious problems.

The visibility of the airways is limited since they are placed below the arena.

​It promotes safe places and it is contradictory with the arenas purpose that is to move.

​At phase 3 airways open up in between the cracks so the back airways would just not be used.

3. Platforming to the Fight

The initial platforming section was made with the intention to help the player familiarize themselves with the movement. But in a real world scenario this section would not exist since the player would have already fought, platform etc. 

PLATFORMING-ezgif.com-video-to-gif-converter.gif

Since that was the situation I would like to iterate and make a way more restricted area that would also introduce shooting. In playtests that was an issue since some players were getting lost or having trouble shooting. ​

Documentation

This project's greatest achievement for me was my documentation. It matured me so much not only as a designer but also as a communicator. Throughout documentation I was able to:

  • ​​Keep the team updated on my process

  • Better understand the vision 

  • Keep in touch with my ideas

 

​I achieved that doing three things:

image.png

Miro

I use Miro for my documentation since it works like a "Mind Place" for me, it is easy for my teamates to access and is very visual

I make a Level design corner where all of my updates and progress are.That helps me keep things organised and my teamates oriented where to look.

Pictures

I put up reference photos, process photos, 2D maps etc.Because I think visual representation is far easier than just wording intention.

 

But it also reminds me of things that worked or did not work, to avoid forgetting concepts that have been already visited.

image.png
image_edited.jpg

Sticky Notes

 

The most important of all. Sticky notes. I use them to describe the image next to it. Either to express a thought, update my process, or leave my teamate a note on something to help them find something I was working on.

 

It was one of the more helpful things for keeping the communication floating, while saving time on updating the team vocaly.  

bg2-02.png

Reflection

Looking back to this project, there are a few things I might had approached differently, as I mentioned earlier.  However, I am extremely greatful for this experience not only because it was my first Boss Fight as a Level Designer, but also because it taught me the importance of strong documentation. Both as a good practice but also as a tool for communication between the team. What stood out most to me about this project was the trust my team placed in me and the creative freedom I was given to experiment and explore ideas that matured me as a Level Designer. 

tsamouli.ellie@gmail.com

bottom of page