



Boss Arena
The Boss Arena is the final map I constructed. As the name suggests, the player must face-off against the final boss, P.R.I.S.M., and lay waste to the tyrannical control that the AI-powered supercomputer possesses. This intense and pulse-pounding boss fight is the culmination of the player's journey atop of the factory's peak of the infrastructure, surrounded by a vista of the tallest skyscrapers of the city.

The white-box
As you can see on the left, This map symbolizes the culmination of the game. This boss fight takes place on the top floor of the entire complex, and P.R.I.S.M. sits directly in the center awaiting the player's advance to challenge them.
This white box was the starting foundation of many changes to come.
Small updates... here and there...
The entire premise was to allow the player total freedom of movement in this map. This was facilitated by the outer ring that surrounded the center platform. It was also important to construct an elevator in the foreground to place the foundation of a cinematic cutscene, and also further cement that where the action was taking place was indeed a "penthouse" of sorts. However... the outer ring proved to be a navigational and AI issue. So then...



Illuminated space for visual clarity

Pre-fight lighting
The final fight.
The first image is the level all lit up and illuminated to show the final design. I wanted to symbolize the arena as the end, and really exhibit the level as the final fight. You can see that the outer ring is no longer present, and the only platform the player has is where P.R.I.S.M. sits.
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The second image is what the map looks like before the fight begins. Nadia exits the elevator and approaches P.R.I.S.M. to confront and activate their offensive protocols. Once P.R.I.S.M. takes form, the fight is on.
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The surrounding skyscrapers are added atmosphere to give the player the sense that they are "not in Kansas anymore," figuratively speaking, and that they are indeed extremely high up in the skies.