Enemy in game design is not just a target — it’s a challenge with intent. An enemy is a living rule that pushes back against the player’s actions, choices, and rhythm.
Enemies define what needs to be overcome — and how that struggle feels.
1️⃣ Definition
An enemy is a hostile non-player agent designed to obstruct, challenge, or pressure the player through behavior, stats, tactics, or systems.
It is a core tool of gameplay tension, pacing, and mastery.
📍An enemy isn’t just there to hurt the player. It’s there to ask a question:"Can you handle me?"
2️⃣ Why Enemies Matter
Purpose | What It Enables | Example |
Test of mastery | Enforces system understanding | Dark Souls trash mobs require timing and control |
Tactical rhythm | Shapes combat pacing and flow | DOOM Eternal’s demon variety = ammo puzzle |
Emotional tone | Fear, panic, dominance, cruelty | Amnesia’s passive horror stalkers |
Progression gate | Blocker, boss, threshold | Elite enemies in Hades force new movement reads |
Narrative reflection | Embody theme or moral contrast | The Last of Us Part II — you are their enemy too |
📍The enemy doesn’t just fight the player. It should reveal the player’s limits and growth.
3️⃣ Enemy Archetypes
Archetype | Behavior | Game Example |
Melee chaser | Simple path + attack | Zombies in RE2, Hollow Knight’s Crawlers |
Ranged harasser | Zone control from distance | Archers in Dark Souls, Sniper Elite |
Tank / Blocker | High HP, slows progress | Shield enemies, XCOM mech units |
Glass cannon | High burst, low defense | Mages in Divinity: OS2 |
Summoner / Spawner | Creates extra enemies or effects | Necromancers, Doom’s Arch-vile |
Puzzle enemy | Weak point or special rule | Zelda enemies (mirror shield, stun lock) |
📍A single enemy = a behavior to read. A group = a puzzle to solve under pressure.
4️⃣ Systems That Shape Enemies
System | Influence |
Stats | HP, damage, range, speed, resistances |
AI / Behavior tree | Aggro rules, priorities, loops |
Telegraphing | Visual/sound warnings (fairness) |
Feedback | Animations, flinch, stagger, reaction |
Synergy / Ecosystem | Works with other enemies (buffs, zones, distractions) |
📍Great enemies aren’t hard by numbers. They’re hard because they make the player rethink what they know.
✅ Enemy Design Checklist
📍Your enemy isn’t content — it’s resistance with a face. Make it memorable even before it attacks.
Summary
Term | Enemy |
What it is | A hostile game entity designed to challenge or obstruct the player |
Why it matters | Drives tension, skill mastery, pacing, and emotional tone |
How it's built | Through stats, AI, telegraphs, synergy, and game-state response |
Design goal | Make enemies feel like intelligent questions — not just obstacles |
📍A great enemy is a test with personality. It teaches, surprises, frustrates — and when defeated, it says:"You learned something."