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Level and Interaction Design (with Nina Marotta)

Nice Games Club - a gamedev podcast!

CHAPTER

Call of Duty AIs Are a Lot of Different Types of Enemies in the Game

A lot of times we'll use placeholders um because of the way that call of duty is set up. Our games are not very interchangeable when it comes to our assets so we'll typically just cobble together a project standard in the time being and be like look use this particular enemy asset just stand in for juggernauts or for tier three enemies. Sometimes it can be quite difficult because you're not necessarily getting the same feel or the same amount of damage as you would want to get out of a juggernaut, but it's all prototype anyway.

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