
IGAD Year 3: Boltstorm
Character Design
In the 3rd year, I got to fully immerse myself in the character design pipeline. From A to Z I made 3 different boss enemies for the game we were developing within that year.
The game was Boltstorm, a half top-down army strategy game by the game studio Kuality Games.
The Executioner
The game consisted of three different levels, each with its own theme. Per level, an end boss was designed to fit the theme and convey the story of the game.
The first level was a dark dungeon, where the enemies you would encounter were sickly mushroom-infested or tortured souls. The boss of this level came to be the big mean executioner, thriving in this large domain where he made the rules.





The Priest
The second level is the base of the castle where the right hand man of the mad king roams the halls. With his towering figure, he strikes an imposing figure, demanding you bow and obey his word of God and country.







The Mad King
On the top level of the castle, you will finally find the mad king. Misguided by his trusted followers and led slowly to isolation and insanity.





