The boss room was a very enjoyable collaboration between design and art, where we iterated a lot on the way this space would ultimately be like.
It was a massive, multi-room stage with several technical challenges, such as how the boss would navigate this space.
I mostly approached concept in 3D to quickly iterate on space and scale, particularly because there's so many parts to the level design to account for.
The main idea is that this chamber was where the Solus Wing was built and she was surrounded by this "robot goo" or lubricant.
These massive laser "3D printer" arms needed some dedicated callouts.
This area was a door that unlocks after defeating the boss, to find and unlock a survivor.
Scale of this room was much bigger early on.
In addition to the main boss arena chamber, the stage had two extra rooms, effectively two mini-stages.
Design went through a variety of ideas with how to make these separate rooms distinct and how the objectives here flowed into the boss fight.
Despite all being one stage, I wanted each room to slightly feel different and recognizable from each other through color and lighting.
One idea I had proposed was that the player enters in 1 room, then must unlock a giant hatch and fall down a tunnel into the next room. This concept explored that.
And it called for a callout on how this should be animated. The large tunnel drop made the cut, but only to the boss arena. The two rooms remained on each side of the arena instead.
The second room was to be darker and distinct from the first.