Following my success in level design, I was tasked with architecting the Wolf AI—my first experience developing a quadrupedal agent. I designed and implemented a signature 'charge and seize' attack pattern, collaborating closely with sound, programming, and animation to ensure the behavior was readable and responsive. This role required balancing animation-driven movement with predictable combat telegraphs to create a fair but intense threat for the player.
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Below is a video of one of the Wolf encounters.
Below is an example of how I break down AI behaviors on a moment to moment basis. ​The chart details how the Wolf's behavior changes with distance to the player.