Gismonda

A narrative boss-fighting game demo inspired by Victorien Sardou's Greek-set melodrama Gismonda (1984). Perform attacks to deal damage. Every attack that hits will charge up the Halo, allowing Gismonda to perform Special attacks and abilities.

    • Designer

    • Programmer

    • Artist

    • Unity

    • Procreate

    • Adobe Illustrator

    • Wwise

DEVELOPMENT

DESIGN

As the combat designer on Gismonda, I developed the full design for the game's first boss encounter. My goal was to create an encounter that served as both a narrative introduction and a mechanical showcase, giving players a satisfying, reactive challenge while teaching them the basics of movement, defense, and ability use. The tiger chimera boss was built around mixing brute strength with sudden bursts of agility.

As a gameplay programmer, I was responsible for implementing core combat systems, AI behavior, and encounter logic for the boss fight. The boss uses Unity’s State machine system to make decisions that allow the boss to detect and react to specific player actions.

The final version: