Primary case study
UNITY GAMEPLAY AI / COMBAT SYSTEMS
INTERNAL R&DShared Enemy Intelligence
A centralized encounter-coordination system that assigns combat positions, attack opportunities, and waiting behavior across groups of melee enemies.
This gameplay clip is currently unavailable.
This gameplay clip is currently unavailable.
Problem
Independent agents selected similar routes, positions, and attack opportunities, causing congestion and repetitive encounters.
Coordination system
A SharedEnemyIntelligence layer assigns combat positions, controls attacking and waiting states, and reevaluates assignments as the encounter moves.
Result
Enemies distribute themselves more deliberately and transition between attacking and waiting roles more coherently.
Technical highlights
- Encounter coordination
- Dynamic position assignment
- Attack and waiting-state control
- Unity NavMesh integration