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Monster&Boss design

In the conceptual design phase of "Samara," the tribal character design is a crucial aspect that not only showcases the cultural backdrop of the game but also lays the foundation for the world-building of the game. In the preparatory stage, we amassed a wealth of reference images from ancient Chinese periods and Shamanic culture, and delved into the Buddhist theory of the Six Realms of Rebirth to ensure accuracy and originality in design.

During the conceptual sketching stage, our focus was on exploring diverse character imagery, attire, adornments, and weapon designs to unveil the unique culture and social standing of each tribe. Our design approach melds ancient cultural elements with modern game design philosophies to create deep and appealing character designs. Through conceptual drawings, we are able to portray the character’s persona, background, and positioning within the game world.

Each conceptual drawing undergoes meticulous refinement and repeated revisions to ensure they accurately convey our design intent and provide a clear reference for subsequent model making and animation design. Through these conceptual sketches, we aspire to present a rich, vivid world of Samara to players.

First Stage:

In the initial phase of this captivating Boss battle, players will face off against "Gulao," a creature that stands half the height of an average human. The eerie and profound colors that coat "Gulao" add a layer of mystery and fear to its appearance, invoking a mixture of sympathy and horror among those who encounter it. Despite its seemingly pitiable appearance, "Gulao" is far from harmless. It wields a human-sized severed finger as a weapon, which adds a grotesque yet intriguing aspect to the battle. As the confrontation unfolds, players will find themselves immersed in a fierce combat experience, where every move and strategy counts towards vanquishing this deformed creature.

Sketch concept

References photos

阶段1-演示图.png

​Display in Unity

Swtiching stage animation in unity (not final display)

Second Stage:

As the battle progresses to the second stage, "Gulao" shows signs of weariness as its health diminishes, yet it exhibits a cunning ability to retreat to a different part of the arena. Employing dark magic, it revives statues of evil Asuras to fight against the player. This phase introduces a more complex challenge, where attacking the statues alone will prove futile. "Gulao" demonstrates its sinister intelligence by moving to another statue whenever one is destroyed, continuing the cycle of combat. Players must decipher the pattern and focus their attacks on "Gulao" hiding behind the statues, unveiling a layer of strategic gameplay that demands keen observation and prompt reaction to successfully inflict damage on the elusive "Gulao".

Sketch concept

​Display in Unity

Swtiching stage animation in unity (not final display)

Final Stage:

In the climactic third stage, once "Gulao" is knocked off from its statue perch, it unveils its final and most menacing form by channeling dark magic and merging its flesh into a Buddha statue, morphing into a towering evil macaque demon standing about 5 meters tall. The transformation is not only a visually terrorizing spectacle but also a colossal challenge for players. The gigantic demon attacks ferociously with its tail and claws, each swipe and strike carrying destructive force capable of immense damage. As players navigate through this perilous stage, they must muster all their skills and strategies to conquer the malevolent being. This ultimate trial tests the limits of players’ combat skills and strategic thinking, offering a fulfilling yet menacing culmination to the intriguing lore and combat narrative intertwined in the world of "Samara."

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