I attended a Tomb Raider and Horizon developer's boss design masterclass and came away both weary and enchanted
Principal gameplay designer Marcin Matuszczyk, formerly of Guerrilla Games and Nixxes Software, shared insights on boss battle design at Digital Dragons. He broke down boss encounters into stages: Introduction, Escalation, Midpoint Twist, Climax, and Resolution, emphasizing clear 'tells' for player attacks and learning opportunities. Matuszczyk also touched on the design challenges of multiplayer boss fights and the inspiration drawn from animals for Horizon Forbidden West's bots.
Rock Paper Shotgun
- Entities
- Boss Design
- Tomb Raider: Legacy of Atlantis
- Ghost of Tsushima
- Outriders
- Sekiro: Shadows Die Twice
- Sonic Mania
- Nixxes
- The Legend of Zelda
- Marcin Matuszczyk
- Game Design
- Guerrilla Games
- Bloodborne
- Horizon Forbidden West
- Cuphead
- God of War
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