
CERBERUS
Machine Gameplay - Combat - Boss Fight - AI
A redesigned final boss battle for Horizon Zero Dawn.
Download or view below!
This high-level design doc proposes an alternative to Horizon's final combat encounter, with a completely new enemy creature and the intention to have a foe that with stronger relevance to the game's lore and bigger wow factor. To accommodate and highlight the new machine, this also includes supplementary changes to the lore. Download for the best experience.




Role: Encounter + Creature Designer
Format: Design Document
Project Type: Student
Team Size: Solo
Duration: Sporadically over several months
Horizon Zero Dawn™ ©2017 Sony Interactive Entertainment Europe. Developed by Guerrilla. “Horizon Zero Dawn” is a trademark of Sony Interactive Entertainment Europe. All rights reserved.
Project View
Personal Contributions (hover over!)
Research
Examining the game's existing final boss battle and the itself to fully understand it inside and out. Exploring examples of excellent boss battles in other games.
Analysis
Investigating and dissecting why the existing battle felt underwhelming so that I can rework those elements or add new features.
Creature Design
Configuring potential moves and components for the enemy that could facilitate a fun and exciting new machine to battle that would still be balanced.
Encounter Design
Planning stages of the encounter to show off the novelty of the enemy and create an atmosphere of an intimidating challenge that the player must approach differently.
UX Design
Prioritising the player experience in the core design but also in the presentation of the document with visual appeal and offering contextual information.
Additional Inputs
Roles & Responsibilities
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Creating extra pages where people can view relevant content from the game if they don't know it well.
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Forming and adhering to design pillars for a consistent result.
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Sketching and 3D concept modelling the enemy visuals.
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Testing the interactive elements within the doc.
Creature and Encounter Design
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Forming an enemy that is a familiar amalgamation of previous encounters, but also a unique and brand new experience in itself.
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Designing something befitting of the "final boss" title, to truly challenge the player.
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Narrative Design
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Establishing a meaningful bond between the foe/battle and the heroine/world.
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UX Design
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Considering the player experience above all else, particularly when balancing the climactic challenge and player enjoyment of the finale.
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Catering the document to be interactive, non-linear and visually appealing.
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