As an expert in both using and creating the tech that power our fight system, I was tasked with creating some of the most complex enemies in the game in addition to being the person who the team turned to if an enemy needed an additional level of polish.
One of 4 ‘narrative’ main path boss fights, Ivarr had a custom arena composed of a number of different height platforms that the boss fight could transition between. The boss fight was designed to be as ‘organic’ as possible, avoiding forcing transitions between platforms at certain points.
A co-operative archetype which was composed of two different enemies who worked together as a team.
The ringleader was intended to be the ‘most challenging’ common archetype in the game.
A unique move where one militia would grab the target (often the player) and if another militia was around, they’d come and stab the player while the other one held them.
Minor bosses that were along the main path and were were all ‘modified archetypes’.