Design lens

Phase structure

Split an experience into phases only when the transition changes mechanics, combines skills, advances meaning, or creates a useful mental break. A phase should not exist merely to extend duration.

ADAPTED FROM GDC 2018

A check from Boss Up

This lens connects to one of the talk’s practical rules.

Change phase with purpose

Transition for a mechanical change, skill combination, story beat, or mental break—not just more duration.

Mechanics

Mechanics that use this lens

Structure and readability

Fight phase

A health.

Structure and readability

Enrage

The boss enters a more demanding state after a threshold or time limit.

Structure and readability

Survival phase

A survival phase advances when players endure a bounded sequence, timer, or objective rather than reducing boss health.

Space, movement, and perception

Nested / relocated arena

A relocated arena transfers the active boss fight into another playable space without ending or silently rebuilding the encounter.

Encounter goals and vulnerability

Persistent encounter progress

Completed encounter objectives survive player defeat, so a new attempt resumes from an explicit authored milestone instead of rebuilding the whole fight.

States, resources, and scaling

Moveset shapeshifting

The boss changes between complete borrowed movesets, each with its own signals, attacks, movement rules, and recovery.

Learn more

Learn more

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