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Rock Paper Shotgun
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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.

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