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BOSS-TON TEA PARTY

Screenshot 2025-07-01 210117.png

ROLE

 Combat Design 

GAME ENGINE

 Unreal Engine 5.3.2 

TEAM

 

TIME FRAME

 2 Weeks 

DESCRIPTION

This is a prototype for a mid game boss battle with a giant tea pot. 

YEAR

2024

GENRE

RPG

PLAYER MODES

Single-player, Multiplayer

CONCEPT

Project Set Up

Create an arena for an RPG boss battle of mid-game difficulty where the boss has two phases and an ability that influences the level. Our inspiration was the tea party from Alice in wonderland.

DEVELOPMENT

Boss attacks

The mechanics of this project were inspired by Breath of the Wild. I researched and categorized its boss attacks by type to use as a framework to design boss mechanics aligned with our game’s theme.

Boss's attack pattern

After getting feedback from my team, I scoped down our attack options based on implementation difficulty, time and resources while prioritizing player challenges like pacing, functionality, combination potential and gameplay enrichment.

Preventing spamming with cool downs

During playtesting, we noticed players could spam attacks to quickly defeat the boss. Acting on our Technical Designer’s suggestion, we added a cooldown timer, which, combined with the slingshot pullback duration, created a natural, frustration-free delay between attacks.

Preventing close combat with a wave

We also noticed that the teapot had a blindspot right at the base of its body so we added a small wave of tea to push the player away from the blindspot and penalise them with a bit of damage.

CONTRIBUTIONS

Combat Design

  • Conceptualized the boss attacks. 

  • Set damage, speed, frequency and order of the boss attacks.​

  • Balanced the cool down, charge up time and range for the player slingshot. 

  • Placed spawning locations for the boss' re-location ability. 

  • Set the height for the tea flood. 

REFLECTION

I’m happy with the experience we created and the features we implemented, which provide a strong foundation for future growth. While not perfect, the project offered valuable insights and room for improvement.

Features I wish we had implemented include:

  • Slight rotation of the boss away from the player when the weak spot is exposed, to increase difficulty and encourage movement.

  • A more enclosed arena to make spinning teacups more threatening and reduce safe blind spots.

  • Hovering the teapot in phase 2 to add variety, menace, and an extra shooting challenge.

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