Blog Post #15
- Darrow Mohammadi-Hall
- Jun 11
- 5 min read
Original Post Date: 2/22/26
For this Blog Post, I’ve completed the Session Walkthrough for my Design Doc and I’ve been working on Creature Ideas in the spreadsheet. I’ve put it into paragraphs so it’s easier to read.
Current Inspirations and Helpful Links:
The original Diablo design doc was incredibly helpful when writing up this “Session Walkthrough.” I already had an idea/paragraph of a walkthrough on my GDD, but wanted to fully flesh it out and have some of the mechanics be better described.
Preston, who is in my MFA Class, Sent me a Google Doc with helpful information on working on the technical descriptions for game design docs. This is one of my KEY focuses for this milestone and I will be using this doc to help me accurately write down the information.
After doing more research on Dead Cells I found this incredibly helpful link about their level design. This will definitely be something I will always be coming back too while I am working on this GDD and when this game is being made in studio.
This article (and website)is by the Dead Cells lead dev and game-designer Sébastien Benard.
My favorite part about the way he described the level designs showed the process they went into accounting for procedurally generated levels.
With Net Rid
er I want the environment progression to be similar. Allowing for the game to keep a consistently between runs and levels.
In this Article, He talks about how they kept one underlying philosophy
“Building the level’s generation system around dynamic peaks and relaxing “breaks” to ensure an interesting game pacing and keep the player enthralled”
At the same time, they had to do this and keep a feeling of consistency between runs and levels. He then goes into detail how they used diagrams and charts to help indicate each part of an environment.
There are around 4 steps on the article, but I’m going to show the images and ones I feel are MOST important on this post. However, this article will be key for me going back and looking as I continue to work on this project and during studio in the fall.

“We place the fixed elements, acting a bit like a frame in which the procedural generation can express itself. The overall design of the map of the island, how the different levels are interconnected, where the keys to unlock new paths for your future runs are located etc. All of this never changes no matter the loaded variant (seed) of the game. In short the overall world layout is fixed and designed by hand.” 
“Only once we’ve laid down all of these constraints and set out the overall level design do we let the procedural generation algorithm loose… For each node, the algorithm tries a random room, among the ones dedicated for this particular biome, and tests to see if it complies with the instructions given by the graph (location and number of entrances, type, etc). If it doesn’t match, the algorithm tries another room until it finds one. And voilà!”
Session Walkthrough
After starting up the game, you will be able to choose from 5 different options. New Game, Load Game, Logbook, Options and Exit. In the opening scene of the game, a USB stick drops into a pile of discarded technology. Days and even years pass and specific parts start to move closer together and transform into a singular being... Null. (If you are starting another run or playthrough, you will be able to skip this cutscene and get right to gameplay). When the game starts, you are in a “waste disposal” room of the Derelict Servers. Before you leave the room, you are presented with a selection of components and some dialogue will play, giving you more context about the narrative and overarching story. Each environment will have a fixed preset of how it looks, with different rooms. However, there will be procedurally generated rooms from this specific preset to make runs feel different and fluid.
You start with a base weapon and you will have a second weapon slot, but you will need to find another one. You will also have a Battery Pack (Health Potion) which you can use three times in each environment. The Battery Pack heals you for 25% of your HP. Once you leave the room, it will close behind you. Then you are able to traverse the Derelict Servers. Currently each environment will have a regular layout, with multiple variations of “rooms” that will be randomly put together to make each time playing the game more unique. In each environment, you will be able to traverse in a multiple of ways, using WASD to move around (W to Jump) you can roll/dodge using SHIFT. You can also roll to break doors down allowing you to move swiftly throughout the environment (other than the ones located at the boss area). There will also be electrical lines that you can climb just by jumping on and holding W to them.
In this environment you are able to find rooms with some chests, enemies, and other options. This map is somewhat the same on each run, but there are different variants for it to make runs feel somewhat distinct; you will be able to encounter various types of enemies, some of which are only seen in this environment. Once you progress through the environment, you will run into a room with what looks like an "access node.” Clicking this will allow you to enter The Fringe after clearing this environment.
You will then enter a clearly indicated (changes in environment) a “boss area.” When this area is entered, it will close behind you. You will not be able to go back. Then you will be able to drop down and encounter the first boss of the game, the towering data server S.T.P (Server Terminate Protocol). If you are able to beat the boss, a door on the other side will open, walking through this door will open a blue portal. This portal will take you to The Fringe where you will encounter _____ the Zoologist. Allowing you to pick another component, and swap your weapon out for another one, you will also be able to talk to this character, who will give you more narrative context to why this environment exists. Components will allow your runs to feel more unique, as there are three different categories for components (Vitality, Tactics, and Offense). You can go to The Fringe one more time in the run, after you complete the next environment and beat that one's boss. The third and final area, ryCORP Industries is where the final boss of the game is; Ryder.
Milestone 3 Goals:
Technical Descriptions for Components and the rest of the game as you go (Flowcharts, Diagrams, etc).
Add Components and Creatures and Weapons as you continue to work on the project.
Fully define and describe The Fringe and write out a character slide for the character who resides there.
Comple already established “Art Bible and Inspirations” into one Document.
Create LogBook Descriptions for Bosses



