Vernacademia Season 1: Episode 6: Boss Design

Enjoyed this video? Join my Locals community for exclusive content at vernaculargames.locals.com!
2 years ago
8

An examination of Boss Design in games with a focus on the purpose of Bosses and what makes them good or bad when it comes to implementation.

Vernacademia S1:E6 Rumble Link
https://rumble.com/vjxgt3-vernacademia-season-1-episode-5-interviewing-warding-circle.html

Our Website: https://www.vernaculargames.com/
Our Subscribestar: https://www.subscribestar.com/vernaculargames
Our Patreon: https://www.patreon.com/VernacularGames
Our Minds: https://www.minds.com/vernaculargames/
Our Facebook: https://www.facebook.com/VernacularGames/
Our Twitter: https://twitter.com/VernacularGames?lang=en
Our Soundcloud: https://soundcloud.com/redcoatvernac
Our Audius: https://audius.co/vernaculargames

Cliff Notes:
0:28 What are Bosses For?
1:46 What is Good Boss Design
2:06 Narrative Boss Design
3:35 Quick Time Events in Resident Evil 4
5:00 Narrative Boss Fight Placement
6:05 The Skill Testing Boss
6:24 Top Down Design vs. Bottom Up Design
7:57 Puzzle Boss Design
9:19 Devil May Cry and Viscerality
11:01 Arkham City and the Puzzle Boss
13:04 Cram Bosses
13:50 Castlevania Lords of Shadow and Cram Bosses
15:26 Kingdom Hearts 2
16:27 Kirby 64 and the Crystal Shards
19:20 Starfox Adventures Dinosaur Planet
22:17 Tradition in Boss Design
22:45 Rinse and Repeat Methodology
25:14 Bomberman 64
30:14 Diddy Kong Racing
32:50 Snowboard Kids 2
35:01 F-Zero GX
37:12 Boss design and overall game design coherency
37:41 Arkham Knight
46:37 Recap Boss Design
48:29 Recap Good Boss Design
49:10 Visceral Vs. Cerebral
49:37 Definition of a Good Boss
50:25 Sign Off

Loading comments...