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    • DogPunk
    • Oasis Blitz
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    • Manas
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  • More
    • Home
    • Art
      • 3D Renders
      • Environment
    • Games
      • DogPunk
      • Oasis Blitz
      • Combat Demo
      • Manas
      • Roaring Runner
      • Other Games
    • Other
      • Writing
      • Networking Practice
  • Home
  • Art
    • 3D Renders
    • Environment
  • Games
    • DogPunk
    • Oasis Blitz
    • Combat Demo
    • Manas
    • Roaring Runner
    • Other Games
  • Other
    • Writing
    • Networking Practice

DogPunk - Enemy Design

Enemy Design - Tank Boss

Boss encounter to show the game progression. Also, the boss environment introduces the shift of the level from indoor to outdoor settings.

Enemy Design - Turret Enemy

We need stationary enemies to guard certain areas such as a gate.

We also need a source to regerate player's ultimate ability progress bar bar because it gets to be filled by hitting enemies.

It is a strategic option during level. Players may slow the pace down and reenter combat when their ultimate ability is ready.

The turret system features 3 kinds of turrets. Aoe shockwave, homing projecting, common directional projectile.

Enemy Design - Bullet Hell Enemy

Similar to turret enemies, we need a source to limit player's movement area. A huge amount of bullets would limit player choices and force them to ultilize the parkour system.

Enemy Design - Super Laser Drone

 Super laser drone is a upgraded variant of the drone series. It sorts out of the priority of enemies. Player wants to kill the super laser drone because it traces player location and laser becomes larger and stronger over time.

It also encourages player to hide and ultilize the intentional level covers.


Enemy Design - Laser Drone

 

The drone enemy class is mainly for aerial combat and letting the players to practice their movements.

Enemy Design - Rifle Drone

 


Enemy Design - Slow Drone

The projectile can slow down the player, so that the player's parkour ability chain combo will be interupted.


It adds dynamic into combat because player don't want to lose their speed and sense of smoothness.


Enemy Design - Melee Enemy With Dash and Shield

 

Upgraded variant of the basic melee enemy.

Dash also adds a sense of dynamic and suprise so the melee enemies do not feel boring.

We introduce the shield component because it encourages player to ultilize different weapons. Burst rifle may break the shield quicker.

Enemy Design - Elite Enemy

 


Enemy Design - Dodge Enemy

During their battle, be on the look out for unstable enemies that will have special modifiers, such as teleportation. These enemies provide an extra layer of challenge and require quick thinking and adaptation to survive.


Enemy Design - Ranged Enemy

 

Ranged enemy's top body will rotate and bend based on player position. So their weapon can also aim at the player.

Enemy Design - Drone Shooting

 


Enemy Design - Drone Exploding

 

Drone will explode after getting near to you for a few seconds. It forces player to move and ultilize parkour abilities such as grapple hook and dash.

Enemy Design - Melee Enemy Iteration 1

 


Enemy Design - Melee Enemy Iteration 2

 


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