Game Design Theory Level 3 – Customization and Creative Design Techniques

Watch Out For Camera Issues When Creating Large-Scale Bosses



When you have a large-scale boss, you have to plan out the staging area for the boss fight and the size of everything relative to the larger boss. If a boss is large enough you can show the player in a smaller “view” than normal with small-sized objects and backgrounds to emphasize the enormous size of the boss. This tactic is effective but you have to still make the player character cool looking and fun to use or else it will dampen the overall excitement. Also watch out for the camera angles and perspectives you use because the camera can have a hard time getting around a large, moving boss and the worst thing that could happen is for the camera to get stuck on the boss when it’s supposed to be moving dynamically or panning.



You want the camera a good distance back from the edge of the space where the boss moves around and behind the player. Sometimes you want the camera closer to the player and it’s good to look upwards at an angle rather than straight forward to help make the boss more visible and also making it look more intimidating. The camera should always keep the player in sight without getting in the way. Many times it is helpful to have a “reset” button for the camera in a big boss fight so that the player is free to move in the field of view and then reset the camera to align with the player character if the boss makes a large movement that blocks their view. With 2D games it is common for only part of the boss to be visible at one time and the player must attack the boss in sections like in the 2D Contra and Castlevania games. There can be a large sky area that is initially out of view, like Super Mario World where you have to get the wings upgrade and fly up.