![]() ![]() We designed him voluntarily slow so that you can dodge his attacks easily and understand the use of this mechanic during boss fights.Īlexandre suggested giving him a fur coat, and we used that for his phase 2: he removes it and becomes much faster, as if he was being slow on purpose in order to enjoy his fights a bit longer. We decided to have him tied up to the wall so that the players don’t get too scared (remember, it’s the first one you’ll meet) and get a grasp of his patterns, which are the same before and after he rips his arm off. This one hasn’t evolved a lot as we had a clear idea of what we wanted from the start. Take a look at the concept art of the guy: The first boss we created is actually the first one you’ll encounter: Hezek. He really helped us see and understand what we wanted for the game and its bosses, and their designs have evolved a lot during the development process. The game development has been quite long and it’s amazing to see it coming out on PS4 tomorrow! We started working on it, Alexandre Magnat (Art Director) and I, during our spare time long before our Kickstarter campaign (2017).Īt that time, we got help from Baptiste Miny, a concept artist who worked on the visuals of the game, as well as its beautiful key arts that you may have stumbled upon. It’s quite a big piece of the game as we made 17 of them and they really are the climax of tension and satisfaction of Dark Devotion. Hi everybody, I’m Louis Denizet, programmer and designer at Hibernian Workshop and I’m here to tell you a little bit more about the bosses of Dark Devotion. ![]()
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