This is an arena made for a turn-based isometric boss battler set in a ruined Greek temple.
The arena was designed around strategic positioning, environmental interaction and line-of-sight management, allowing players to manipulate the boss's behaviour instead of relying solely on direct combat.
MY ROLE
In this personal project, developed in Unity 6, I was responsible for:
Designing and iterating on the arena layout through multiple playtesting sessions, refining the encounter based on gameplay feedback and identified edge cases.
Designing the terrain composition and environmental interactions to support strategic positioning, line-of-sight management and boss manipulation.
Creating a complete Level Design Document, including gameplay analysis, design goals, iteration process, encounter flow, terrain documentation, visual references and asset specifications.
Building the final arena as a playable blockout in Unity to validate scale, readability and camera composition.
Link to the LDD: here
2D map layout
The arena "safe zones" color-coded
The Boss's initial line of sight