ZELDA: ENEMY DESIGN
Tags: Design, Combat, AI Behavior, Documentation
Context: Enemy Design Workshop
Duration: 1 week, May 2024
Team Size: Solo
The assignment for this workshop was to design two enemies and one boss for an already existing game. With
The Legend of Zelda: Twilight Princess being one of my all-time favorite games, I jumped on the occasion to try and add some enemy variety.
For the two enemies, my intention was to give more use to some of the underused items in the game: the Dominion Rod and the Spinner.
Two items I’ve always thought were cool but didn’t live up to their potential... so I created enemies that had special interactions with these items !
As for the boss, my intention was to give the Twilight Dungeon, the penultimate dungeon of the game, an actual mini-boss
(since it doesn’t really have any) that would use the dungeon’s mechanics as a test for the player, as well as use the wolf/human swapping in combat.
Feel free to check out the result through the documentation by clicking the arrow above !