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Enemy design / AI implementation

Designing enemies for Protodroid DeLTA

Enemy behaviour development.

On Protodroid DeLTA, I worked on both enemy design and implementation. It's a 3D action platformer with a diverse cast, and I made more than ten AI behaviours for it. We started with references from the client, then went back and forth on designs and approvals, trying variations and coming up with ideas that fit the game.

Split Bot behaviour.
Trail Bot development.

Some enemies stayed in place and fired projectiles, while others did more to disrupt the player. One split into around ten smaller versions that chased the player and exploded, pushing them towards the edge of a platform. Another used a laser-like tether to pick the player up and pull them off the level. Those behaviours came out of that mix of references, feedback and new ideas.

Boss encounter and obstacle-course sequence.

The last clip shows a boss encounter mixed with an obstacle-course run. The player has to avoid traps and incoming projectiles, so movement becomes part of the fight itself. It's a different side of the same work: designing the encounter, implementing it, and working with the client to bring that shared idea together.