
Ravenswatch - Custom content design
Combat design work / 1 week



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The Wild Hunter can combo off a successful attack.


A visual depiction of the Wild Hunter's "Hurl Spear" attack.
Enemy stat table
By recording gameplay videos and analyzing them, I was able to make certain deductions as to the stats of the enemies I wanted to compare to.
From this, I could determine missing niches within the enemy lineup, and design a group of enemies that would revolve around this niche, basing attack mechanics as well as damage values from pre-existing ones.
AI Decision Trees
The AI of Ravenswatch's enemies is relatively simple, using what probably resembles a decision tree to determine AI behaviors. Through testing, I managed to determine the general decision tree that most AIs would use, with a few exceptions.
Using this tree, I could develop my own in order to create a new boss enemy, the Wild Hunter, which implemented decision-making based on player character conditions so as to make attack 'combos' which superceded the enemy's usual attack cooldown.

The table takes into account enemy family, but also Health, Armor and Damage values.

I based my values from the data I could gather, allowing a first draft of balancing.
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