
Arrow Trance
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Combat and Gameplay Designer
Enemy Design
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Enemy Behaviors
Patrolling - Enemies will either roam around at random or patrol set paths.
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Attack State - When first designing the attack, we wanted the enemies to take cover and then at random will pop out and attack to make the enemies complex and difficult to take out once alerted and easy to take out with headshots during the stealth concept phase of the project.
Revising - As we got closer to the deadline and with the overall progress, the stealth aspect was removed from the game.
How - With this in mind, I decided the enemies no longer needed to wait in cover as we wanted a more aggressive run and gun style of combat.
Learned - With this challenge, I have come to better understand the use of behavior trees, environment query states, and enemy tasks.