-
Book Overview & Buying
-
Table Of Contents
-
Feedback & Rating
Level Up! The Guide to Great Video Game Design - Second Edition
By :
Boss design is just like enemy design: form should follow function. Knowing the boss’s movement and attacks will determine the boss’s appearance: if he can shoot, give your boss a gun (or a magic spell or a rocket launcher or a large nose to sneeze out nose goblins); and if he can defend himself, give him a shield (or a force field or protective cowling or a missile-deflecting karate move). In a nutshell, if the boss can use it, he should have it.
Next, consider how the boss relates to the hero. No, I don’t mean in a “Darth Vader is your father” way, but rather what the boss represents. The James Bond movies of the 1960s and 1970s had a really good formula for bad guys. There were technically three “boss types” that Bond had to defeat.

The first villain was the arch henchman: the physical adversary. A muscle-bound goon would beat the tar out of Bond until he turned the tables with one of his spy gadgets or a deftly...
Change the font size
Change margin width
Change background colour