[ ] Design platforming sections and vertical level progression.
[ ] Include narrative clues and environmental storytelling elements.
[ ] #28
Boss Arena Design:
[ ] #22
[ ] Create strategic elements and interactive objects to enhance the boss fight.
[ ] Ensure the arena provides a challenging yet fair environment for players.
Environment Art:
[ ] Create visual assets to bring Raven's Lair to life.
[ ] Design and texture environmental elements to match the desired atmosphere.
[ ] Implement lighting and effects to enhance the mood of the level.
Boss Ability Designer:
[ ] Develop Raven's unique combat mechanics and abilities.
[ ] Integrate puzzle elements into the boss fight.
[ ] Design interactive elements that influence the battle's outcome.
Boss Technical Design:
[ ] Develop boss AI behavior using Unreal Engine's behavior tree or similar system.
[ ] Design and implement environmental hazards within boss arenas.
[ ] Script cinematic moments and phases within boss fights.
[ ] Playtest boss encounters to fine-tune difficulty and balance.
Level Description:
Raven's Lair is a foreboding, dark, and atmospheric level set in an ancient, decrepit temple hidden deep within a haunted forest. The environment should evoke a sense of dread and mystery, with twisted trees, creeping shadows, and an omnipresent fog that obscures vision and heightens tension. The temple itself is adorned with worn, faded murals and statues depicting long-forgotten deities and warriors, hinting at its storied past. Environmental storytelling elements, such as scattered bones, abandoned weapons, and remnants of failed intruders, should be incorporated to deepen the narrative.
Boss Arena Description:
The boss arena is a large, circular chamber at the heart of the temple, where the final confrontation with Raven takes place. The arena should feel both grand and claustrophobic, with high ceilings and narrow pathways. Pillars and broken statues line the perimeter, providing both cover and obstacles during the fight. The lighting should be dim, with flickering torches casting eerie shadows across the stone floor. Interactive elements, such as collapsing pillars, hidden traps, and platforms, should be integrated to add strategic depth to the battle. The arena's design must balance challenge and fairness, ensuring that players can use the environment to their advantage while still being tested to their limits.
Level 3: Raven's Lair
Learn more here - Character: Raven #19
Level Design:
Boss Arena Design:
Environment Art:
Boss Ability Designer:
Boss Technical Design:
[ ] Develop boss AI behavior using Unreal Engine's behavior tree or similar system.
Level Description:
Raven's Lair is a foreboding, dark, and atmospheric level set in an ancient, decrepit temple hidden deep within a haunted forest. The environment should evoke a sense of dread and mystery, with twisted trees, creeping shadows, and an omnipresent fog that obscures vision and heightens tension. The temple itself is adorned with worn, faded murals and statues depicting long-forgotten deities and warriors, hinting at its storied past. Environmental storytelling elements, such as scattered bones, abandoned weapons, and remnants of failed intruders, should be incorporated to deepen the narrative.
Boss Arena Description:
The boss arena is a large, circular chamber at the heart of the temple, where the final confrontation with Raven takes place. The arena should feel both grand and claustrophobic, with high ceilings and narrow pathways. Pillars and broken statues line the perimeter, providing both cover and obstacles during the fight. The lighting should be dim, with flickering torches casting eerie shadows across the stone floor. Interactive elements, such as collapsing pillars, hidden traps, and platforms, should be integrated to add strategic depth to the battle. The arena's design must balance challenge and fairness, ensuring that players can use the environment to their advantage while still being tested to their limits.