Sunflower Noodle

About

This is the second boss fight of the game, designed to reinforce the use of all traversal mechanics chained in quick succession, which is an essential skill to tackle the challenges in the following chapters.

Just like all boss encounters in the game, it is designed in three stages with increasing complexity and difficulty with each stage.

Because this was the last boss fight created for the game (developed at the same time as the one for Chapter 1), all of the systems used to spawn enemies, manage projectiles, spring traps were already created and thoroughly tested, therefore, the process of designing, testing and iterating on the boss's behaviour tree was significantly easier. 

The challenge came in the shape of properly telegraphing and visually communicating the behaviors, as up to this point in development, placeholders were still being used for a lot of enemy attacks, so as the Lead Designer, it was part of my responsibilities to design and oversee the implementation of such visual resources.

Above: Mock-ups for two telegraphs that I created for the development and art teams to understand the desired behavior and overall look.

Below: The final telegraph VFX used for both attacks, present in the released version of the game.

Playthrough