Summary
The Rock Golem is a boss encounter which includes platforming challenges, a level layout that changes in response to boss attacks, and powerful rune pillars that must be destroyed.
DASH between platforms to avoid projectiles and SWING your sword to bring destruction to the hostile environment.

Project Role
Level Designer
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Researched comparable games in the genre we were designing for
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Drew map sketches and pitched level scenarios
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Created level blockouts
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Scheduled playtests and recorded feedback
Design Requirements

Research
There were a few core questions we had to answer before I could start designing the level:
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What is the camera perspective?
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What are our mechanics?
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Which reference games are we using?
As answers came in, I could start analyzing the levels from our reference games. I drew simple illustrations to demonstrate to my team how Death's Door, for example, uses the player's position to trigger specific events throughout the level.
Sketches
I carry a small notebook with me everywhere. I can always crack it open and throw something together in preparation for meetings and pitches before refining their content into something the team is aligned with.
Blockouts





We initially planned for two levels but had to scope down due to time.
This last image was a blockout I pitched when we thought the player would chase after the boss, similar to the Lord of Doors from the game Death's Door.
Finding the Fun
Frequently testing early blockouts was essential in rapidly identifying what could be cut, and what needed priority. While we felt our scope was reasonable and small given the timeframe, playtests only revealed that to execute our vision well, we had to go deeper on some of our existing designs and mechanics.

We really liked using falling rocks as hazards. It played well into the rock golem narrative, but we felt like it didn't pose enough of a danger to the player.

As the level grew to contain destroying the rune pillars which gave the boss power, the need to provide a greater challenge grew.
Therefore, the player must avoid not just direct projectile attacks from the boss, but the falling rocks from the cave ceiling.
Reflection
I had never designed a boss arena before, so this was a much needed challenge. It helped that I had a team that encouraged me to try different things and provided strong feedback to which helped me iterate on my design.
The topdown perspective is a unique and tough camera angle to work with. I realized I had grown so used to building levels with ceilings without worrying about hindering the camera. However, I used that as an opportunity to build verticality into the level without compromising visibility.
I did struggle with maintaining a strong flow throughout the level. If I could do it again, I would make it so that the player never has to wait for platforms to be ready to carry them up. Building alternative routes or having multiple lifts that go up at different times would help solve this.