carlos.redolar.torres@gmail.com

Carlos Redolar

Enemy design and Game balance

CITM UPC

Introduction

University Project

This is a final degree project developed by Carlos Redolar, a final year student of Video Game Design and Development at the UPC in Terrassa.

The main objective of this work is to find, synthesise and index the basic mechanics and characteristics of enemies in video games, specifically focusing on different enemy behaviours in games within the Roguelite genre. This genre distinction is due to the need to narrow down the sample of video games and enemies.

As a secondary objective, the final Game Balance proposal of this project is a hypothesis on ways to balance a designed enemy, delving into the difficulty that can be added to a mechanic quantitatively, qualitatively and numerically.

Analysis based on

Roguelite Games

Hades
2018
Moonlighter
2018
Dead cells
2017
Archero
2019
Roguelites enemies

Abilities&Behaviours

In this section we can find a collection of the basic mechanics contained in the enemies of the Roguelites games analysed, these are separated by categories.

Attack type
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Movement type
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Extra abilities
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AI behaviours
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Design tips

Enemy Design

Enemies are a challenge for the player to overcome, so we designed this enemy by thinking about "What impact do we want it to have on the player?". In this section we give you a series of tips and parameters to take into account when designing an enemy, in order to simplify the subsequent work of balancing the difficulty of these.

  • Challenge types
  • Possible player actions
  • First Order Optimal Strategy (FOOS)
  • Qualitative & quantitative expansions
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Hypothesis

Game Balance

Having talked about the types of challenges and their variations, in this study we want to find out which ones are perceived as more difficult by the players.

  • Spatial challenges
  • Timing-related challenges
  • Time exposure to the challenges
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Contact

carlos.redolar.torres@gmail.com