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Gears of Behemoth
IdeationThird PersonBoss-Rush

Gears of Behemoth

Third-Person Action / Boss-Rush / Adventure

Role
Concept & System Designer
Status
Pitch
Category
concepts

Project Overview: Gears of the Behemoth (Working Title)

  • Genre: Third-Person Action / Boss-Rush / Adventure
  • The Design Challenge: Merging the grand scale of "Titan" encounters with complex mechanical dismantling puzzles, set within a gritty, resource-driven industrial world.
  • Core Concept: In a world where giant mechanical "Colossi" roam the landscape as moving factories and war machines, the player must utilize specialized steampunk vehicles to chase, scale, and deactivate these behemoths from the inside out.
  • My Role: Concept & System Designer
  • Inspirations: Shadow of The Colossus

The Vehicle-to-Colossus Loop

The core gameplay defines a seamless transition between high-speed pursuit and vertical platforming.

  • Specialized Steampunk Vehicles: Players use customized machines (steam-bikes, grappling-tanks) that serve dual purposes: navigation in an open world and acting as mobile platforms to launch the player onto moving targets.
  • Momentum-Based Climbing: Navigation relies on steam-powered grappling hooks and hydraulic pistons. Players must master their "Steam Pressure" (stamina) management to scale the shifting mechanical exterior without being shaken off.

Puzzle-Based Boss Encounters

The Colossi are not just enemies to be defeated; they are complex, moving environmental puzzles.

  • Internal Sabotage: The primary objective is to reach critical components—such as overheating boilers, exposed gears, or central clockwork cores.
  • Weak Point Progression: Players must dismantle outer armor plates or redirect steam valves to expose deep-seated weak points. Success relies on observation and mechanical logic rather than brute force.

Industrial Atmosphere & Scale

Visual and narrative design is built around the overwhelming scale of the industrial era.

  • Mechanical Living World: Colossi function as mining harvesters or refineries. Their designs (pipes, brass, soot) and rhythmic mechanical sounds create a cohesive, immersive industrial aesthetic.
  • Risk vs. Reward Scavenging: Beyond deactivation, players can choose to "scavenge" rare components during the climb. This adds a layer of depth for players who want to upgrade their own gear and vehicles, at the risk of falling.