SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 38

James Lee Level Design « Exploring Best Practices for Boss Battle Design The goal of the project was to create a I chose this topic as my thesis to explore using the Dying Light Developer Tools. a boss fight interesting and memorable. memorable and interesting boss battle This project consists of a full level that teaches and reinforces various mechanics, a boss battle that uses its environment to harm the player, and cutscenes that emphasize the boss and showcase his strength. 38 LEVEL DESIGN and utilize different techniques that make When developing the artifact, I overcame the scripting and technical limitations of the engine, finding alternative methods to design the boss fight and achieve my goals.