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Creature Design

I designed a complete enemy combat behavior as part of a combat design exercise inspired by Soulslike games.

The enemy is a heavily armored knight wielding a straight sword and a shield that conceals a built-in crossbow, allowing him to apply pressure at both close and mid range.

This design focuses on clear player readability, punishing mistakes, and forcing meaningful combat decisions rather than relying on raw difficulty.

The combat design and AI principles developed during this exercise were later reused and adapted for AA-scale creatures in my professional projects.

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Defensive form

 

In his defensive state, the knight prioritizes self-protection, using the crossbow-shield to block incoming attacks while baiting player mistakes.

This form encourages the player to take risks, break the defense, or reposition instead of playing passively.

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Aggressive form

If the player adopts an overly defensive or passive playstyle, the knight transitions into an aggressive state, increasing pressure through faster attacks, tighter spacing, and reduced downtime.

This state is designed to prevent turtling, maintain combat flow, and push the player toward active engagement and decision-making.

Combat Design Goals 

- Clear and readable enemy states

- Strong identity driven by combat role

- Player-reactive behavior (punishes passivity)

- Distinct pressure patterns between states

- Reusable design principles for scalable production

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