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Final Project

A complete opening-level one-pager — map sketch, two item descriptions, a boss move summary, and an opening weak-guidance script

Due: 28 May 2027 · Weight: 35%

The brief

Design a complete opening level for an original Souls-like: the first ten minutes a player would experience, argued as a single design document.

This is the semester’s four subsystems — level geography, combat, boss design, and weak guidance — applied to one original level rather than four separate exercises. Reuse what you’ve already built: the boss from Week 2 and its Blueprint, the shortcut sketch from Week 3, and the persona from your Loadout Pitch if it fits the level you’re designing.

What you submit

A one-pager with four required parts:

  1. a hand-drawn or software map sketch of the opening level, with at least two shortcut loops
  2. two item descriptions from that level, written as unreliable testimony per Week 2’s standard
  3. a summary of one boss’s moves, including its phase transition and the sentence that justifies it narratively
  4. a short script for the level’s opening minute, showing how a player is guided toward the first room using only diegetic cues — light, a corpse, a distant landmark — with no on-screen objective text

Alongside the one-pager, a 200-word reflection: the one part you rewrote after noticing it didn’t actually match the other three, and what the mismatch was. Assembling four subsystems into one document is exactly where a level stops arguing one thing and starts arguing four — the reflection is where you show you caught that before a reader had to.

Where this goes next

Nowhere — this is the semester’s argument, assembled. It’s presented and peer-reviewed at the Week 12 bonfire crit alongside your Death Notes portfolio.

The spec

The brief poses the problem and leaves room for a response. The spec is the fixed part: what a marker checks. Some lines can be checked mechanically; the rest call for judgement.

Reflection

Name the one part of the one-pager you rewrote after noticing it didn't actually match the other three, and what the mismatch was. (200 words.)

How it is marked

Judged as a single design document, not four separate pieces. The four parts have to argue the same thing about your level — a map sketch that contradicts its own item descriptions, or a boss with no relationship to the opening script, reads as four assignments stapled together rather than one opening level.

What each tier looks like
TierDescriptor
Full-health clearPull any one part out and it still names a detail — a setting, the boss's identity, a specific hazard — that at least one other part also depends on. The four parts couldn't be reshuffled onto a different level without rewriting them.
Clean killThe four parts agree, but only at the level of genre convention — nothing beyond "this is a Souls-like level" ties them together; no shared proper noun or concrete detail does the connecting work.
Died once, adaptedThree of the four parts cohere; one reads as written for a different level — a boss with no relationship to the opening script, or an item description that doesn't fit the sketched space.
You diedFour disconnected pieces that each satisfy their own spec line in isolation but do not describe the same level.