For this week’s post, I’d like to write about my design of the boss arena, the interior and the end of our game.
For those of you who didn’t read my previous posts, where I think I mention the general ideas behind our game: my team is designing a game that will consist of the only level. Basicly, we try to deliver the whole narrative in one experience. Because of that, we need to finish our story after ending the only level of the game. This calls for more detailed planning of how the area where you fight the boss does look like.

Here is a sketch I made to show my team the thinking behind the boss encounter environment. This sketch will be later used by the artists to create the arena of the boss fight and to explain to the programmer the behavior of the boss and the reasons behind my ideas (for example hitting the wall or the egg’s spawn).
So, we have a circular arena on the top a crystal tree. The visualization of this is tricky since we are technically inside the tree, but let us ignore laws of physics and space. In this room, I placed the throne that is the final destination of the avatar. Then I tried to show that we will cover the throne with props. The throne is going to be revealed after the boss dies by destroying props. All of this connects to the scene that player sees in the beginning of the game where the avatar leaves an old, depleted thrones behind in another tree.
With this we show the player the begging of our story, it’s progression via player’s play and, finally, how the story ends and resolves.
I find that having a miniture story shot ’em up game that contains a closed story cycle is an interesting idea. It’s so easy to create a story but only manage to introduce the player to the first chapter due to the production time limit. When you are a student it’s easy to overscope.
Please note this is one of my older artifacts, not something that was done directly this week đ

incorporates the energy flux sprite. What is the point of all of this? To enhance the filling, that everything in this world consists of the same matter.

Our project is a shoot âem up game. The theme of game revolves around a world of stone âtreesâ that have a structure of a geode; stone on the outside and a crystal hollow core. All of the creatures of the world live inside of these âtreesâ. And the energy of the world is in the crystals. In this game the avatar Betulla, a mix of a spider and a humanoid, climbs the inside of the tree trunk in search of places that are concentrations of energy.