L O A D I N G
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SERVICE SUMMARY

MASTERCLASS:

BOSS FIGHT DESIGN

Join Marie Mejerwall in her Masterclass in Boss Fight Design to learn the process, tools and best practices to design top-tier boss fights. The Masterclass consists of 10x hour long lectures, each equipped with exercises, templates, and additional resources. These sessions are given live, with one session per week. If you are interested in joining her next Masterclass, sign up below or through her Eventbrite page. If you are interested in having the Masterclass run exclusively at your studio or event, get in touch.

NEXT RUN

Marie will run her next online Masterclass with one session per week starting on April 10 until June 12, 2025. Each class will be 1 hour long including a short Q&A and starts at 9AM PT / Noon ET / 18.00 CET. Classes take place on discord. Each class is followed by an optional exercise that helps the participant practice what was taught. Between session, Marie is available for questions and exercises feedback. After the last session, participants have the option to either get a diploma or complete a test and get a certification. Tickets will be on sale soon on Eventbrite or via a form below.

SESSIONS

All Masterclass sessions are listed below. Most also include a template and an exercise.

The Arena

When making a boss, we first need to establish the creative framework we work in, and the world the boss lives in. The first step is to identify the narrative context and then to define the boss arena.

Firefly boss in Batman

Boss Archetype

We continue with the boss itself and a foot in the familiar. What archetype(s) is your boss based on? We walk through 10 common ones from popular media. We also go through ways to combine archetypes into hybrids.

Boss fight in Horizon Zero Dawn

Player Challenge

Let's look at the very fabric of your boss - what challenge must the player beat? Do you defeat it in the same way as other bosses, or does it offer something new? What is the player doing mechanically and tactically?

Warlock sending a fireball. Image generated by AI.

Boss Actions

We'll walk through typical kits of abilities for different archetypes and hybrids. We also explore abilities that matches the player's kit, and challenges what it can do. Lastly, we consider give the PLAYERS special fight actions.

Unique Identity

This session explores traits that makes the boss unique, and how these are used to define how to beat the boss. We also dive into how to make the larger fight unique by adding minions, traps and arena interactibles.

Fight Phases

We zoom out to look at the timescale of the fight and the phases it goes through, and best practices for how to design each. We also walk through staging and set piece boss fights, where the boss is more of an orchestrator.

Fight Flow

As the boss fight's layout is now set design wise, we walk into the actual development craft and how to combine gameplay with scripted and cinematic sequences to create an engaging player experience.

Boss Behaviour

Time to implement! This session goes into crafting the boss' behaviour using 4 decision making algorithms. It also goes into the combat systems aggression, target selection and reactions and how to instruct minions.

Boss Defense

During implementation, the boss will need more defense to add difficulty and safeguard how it should be beaten. This session looks at defensive capabilities that ensure an optimal player strategy and that it cannot be cheese'd.

The difficulty options in Doom

Final Touches

As the gameplay is set, all that remains is to make small adjustments to balance the fight. We walk through options and tools for this. Lastly, we unveil useful hacks to ensure the boss fight runs smoothly and bug-free.

OUTLINE

Intro

The design process

Course overview

Warmup

Design considerations

The Arena

Event page & additional resources

Q & A

Common archetypes

Hybrids

Set piece bosses

Picking your archetype

Getting started with your own boss

Q & A

Introduction to challenges

Classifications

Mechanical challenges

Tactical challenges

Compounded challenges

Composing your challenges layers

Q & A

What is  primary action?

Design approach

Offensive actions

Auxiliary actions

Movement actions

Boss kit – typical number of abilities

What are secondary actions?

Challenging player abilities

Actions versus ranged players

Actions versus high player movement

Actions versus tanky players

Actions versus multiple players

Challenging player resources

Special actions

Plot twists

Q & A

Positive traits

Negative traits – weaknesses

Resources & arena interactions

Traps

Minions

Weapons & throwables

Q & A

Fight phase intro

The usual suspects

The Intro

The Warmup

The fight

The plot twist

Intermittent state

The Finale

Factors to consider

Cinematic content

Fight intensity curves

Composing your fight flow

Q & A

Introducing the Flow Board

Degrees of content

Elements to develop a boss fight

Deconstruction of famous boss fights

Fight phases

Q & A

 

Behaviour basics

Design values – Integrity versus responsiveness

States and transitions

Behaviour tree implementation

Reaction system

Target selection

Combat Director

Attack allowance

Aggression & state changes

Leashing and tethering

Q & A

Plot an optimal player strategy

Prevention overview

Stability & Hit reactions

Stun bar

Immunities

Uninterruptable maneuvers

Animation frames

Stunbreakers

Getting out of sticky situations

Evades

Blocks

Protective maneuvers

Counters

Armor

Defense toolbox

Q & A

 

Balancing single-player games

Balancing multiplayer games

Balancing toolbox

Commandments

Smart tutorials & clues

Number tweaking

Script modification

Behaviour change

Dynamic difficulty scaling

Q & A

YOUR TEACHER

Portrait photo of Marie Mejerwall

MARIE MEJERWALL

Marie Mejerwall is a long-time veteran within gamedev. She has led creative teams at more than six game studios around the world and has worked on several famous award-winning franchises. Marie has a rich experience within boss fights – she was the NPC designer responsible for all boss fights at Capcom Vancouver, working on the Dead Rising franchise, where she led a team of 17 cross-disciplinary creatives. She also worked on many of the boss fights in Batman Arkham Origins at WB Games Montréal, where her focus was on the technical execution and how the fights come together. Lastlyn, she led the whole AI Combat team making on bosses at Jagex whilst working on a game in the RuneScape franchise. In her role as consultant, Marie has also supported several studios with advising and redesigning their boss fights, and she has now ran and iterated on this Masterclass for two years. Read more on Marie’s in her About page.

TESTIMONIALS

Past participants say…

"Top industry knowledge"

"Marie's taught some top industry knowledge in her Masterclass. I feel inspired and ready to craft some kick-ass boss fights."
Artyom Volkov
Housemarquee

"Learned a ton"

"Marie's Masterclass in boss fight design was great - I learned a ton and am already putting it to use in my game. Thanks Marie!"
Corbin Reeves
Azure Ravens studio

"Incredibly insightful"

"Last year, I had the absolute pleasure of attending Marie Mejerwall's Masterclass in Boss Fight Design. Over the course of seven weeks, Marie shared some incredibly insightful boss design knowledge and practices that she attained in her 15+ years of industry experience. Especially her direct and individualized feedback during the course helped me a lot to refine my design skills!

Keep an eye [...] if you want to join her next masterclass, I most definitely recommend it!"
Tristan Hantschel
Good Evil GmbH

"Great experience"

"Last week I finished Marie Mejerwall Boss Design masterclass. Combat design and boss design are some of my favourite parts of game design along with level design. I've been learning by myself over the years but I have to say that thanks to this masterclass I'm now much clearer about my knowledge, I've learned more stuff I didn't know and how to document it and transmit it to a team.

Of course I recommend you to be attentive to any masterclass of Marie Mejerwall. It has been a great experience."

alejandro lopez
Alejandro Dávila López
Raised By Monsters

JOIN NEXT RUN

Buy an Eventbrite ticket below to join as participant on in the next online run of the Masterclass:

WHAT YOU GET

Two ticket types exist – funded studios or indies. Individuals who pay our of their own pocket are also included in this category.

Online class - individual or indie

For self-funded studios with < 30 employees

  • 10x online sessions
  • One session per week
  • Summarized notes
  • Optional exercises
  • Additional reading material
  • Access to her Masterclass community
  • DIploma or Certification on completion
  • For one person (one seat)

€250
(excl VAT)

Online class - funded game studio

For studios with funding secured

  • 10x online sessions
  • One session per week
  • Summarized notes
  • Optional exercises
  • Additional reading material
  • Access to her Masterclass community
  • DIploma or Certification on completion
  • For one person (one seat)
  • Feedback on a boss fight of your own

€400
(excl VAT)

EXCLUSIVE RUN

If you have a group or participants, you might also opt to get an exclusive run of the Masterclass only for you:

Exclusive Masterclass for your studio

This service includes:

  • 10x sessions online or in person
  • 1-2 sessions per day
  • Summarized notes
  • Optional exercices
  • Additional reading material
  • Access to her Masterclass community
  • Certification on completion
  • For up to 30 people
  • At a time convenient for you

€5000
(excl VAT & travel)

GET NOTIFIED

Send an email to bossfights@mejerwall.com to get a notification sent next time Marie announces a run of this Masterclass.