Scare Crow

Enemy AI Designer

Project Overview

Scare Crow is a 3rd-person stealth-driven tower-defense game where you play Casey, a crow trying to stop squirrels from stealing her birdseed. Ambush enemies and set traps to scare squirrels away!

INFO:

  • GENRE: 3rd-person stealth; tower-defense

  • TOOLS: Unity, C#, Behavior Trees

  • TIMELINE: May 2024 - May 2025

I was the Enemy AI Designer, where I:

  • Prototyped, iterated on, and polished 3 enemies and 7+ behaviors

    • 3 Enemies: 1 standard enemy, 1 tanky enemy, 1 speedy enemy

    • 7+ Behaviors: Perception (sight + sound + scent), predetermined pathfinding, reactions to the player, retreating

  • Defined standards for AI behavior implementation

  • Implemented 10+ enemy paths and 5+ enemy waves in 2 levels

This team had 35+ developers with 3 total game designers.

My Contributions: Enemy AI

Features I Implemented

Universal AI Behaviors

  • Perception: Sight and sound detection, scent for acorn lures

    • Scent: Attracts squirrels towards acorns that the player can throw

  • Invasion: Move on preset paths towards target bird feeders

  • Confused: Pause slightly when the player is detected

  • Taunting: If the player is detected for too long, squirrel enemy laughs

  • Scared: Squirrel retreats, or runs out of the map if scared with a trap

Enemy Types and Unique Behaviors

  • Standard Enemy — Basic Squirrel

    • Runs along path towards bird feeder — uses all universal behaviors

  • Tanky Enemy — Big Fella

    • Requires 2 scares to eliminate completely instead of just 1

  • Speedy Enemy — Picky Eater

    • Speedily zig-zags along the path, making trap placement harder

Tech Used to Implement Features

  • Unity, Behavior Trees, and C# Scripting (for custom tree nodes)

Other Responsibilities

  • Taught 4 teammates how to use Behavior Trees to create AI behavior

  • Implemented 10+ enemy paths and 5+ enemy waves in 2 levels

My Design Process + Goals

  1. Established design goals and constraints

  2. Wrote feature spec and reviewed it with design + engineering teams

  3. Prototyped behavior with Unity, C#, and Behavior Trees

  4. Iterated and polished feature based on playtest feedback

Enemy AI Design Goals + Constraints

  • Enemy reactions should be outlandish to emphasize a cartoon world

  • Players should feel smart when scaring enemies and setting traps

Design Case Study: Enemy Pathfinding

Feature #1 : Enemy Pathfinding

Starting the Process + Rising Issues

  • Design Constraint: Players should be able to outsmart enemies with traps and scare setups, given they have enough resources to do so

  • My Task: Create a pathfinding system that gives players enough time to scare enemies away from a bird feeder

  • Initial Idea: Enemies move from waypoint to waypoint on their way to the bird feeder, selecting their next point when they reach their target

    • This worked on The Veiled Ones, so why not implement it here?

  • Design Intent: Players will lure enemies towards traps regardless of the path the enemy is taking

After implementing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Players did not know where enemies were going, even when bird feeders were highlighted on the map

  • Resultant Effect: Enemies were able to reach the bird feeders without the player being able to set traps and plan scares properly

I realized that these problems arose because the waypoint based pathfinding did not make the paths of the enemies clear enough, due to my assumption that horror game pathfinding (from The Veiled Ones) would work for a tower-defense game. This prompted some action:

Actions I Took to Fix The Feature

  • Designed a preset-path based system where enemies would navigate along splines placed in the level

  • Placed 5+ paths for enemies to follow in 2 levels

Results From These Actions

  • Players understood how enemies moved and players had enough time to place traps intelligently, outsmarting enemies as intended

Key Design Takeaway

  • Keep the genre of the game in mind when designing systems!

Feature #2 : Bird Feeder Swarm Prevention

Starting the Process + Rising Issues

  • Design Constraint: Players should be able to easily determine good trap setups and where scares can come from to eliminate enemies

  • My Task: Make sure preset paths have enough opportunities for players to scare enemies while working with level geometry

  • Initial Idea: Place extremely long paths alongside traps

  • Design Intent: Long paths make it easy to scare enemies away

After implementing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Players' birdseed levels dropped quickly due to enemies swarming bird feeders on each path

  • Resultant Effect: Players felt frustrated that they kept losing, even though they could access traps and determine good scare locations

I realized that these problems arose because paths were too long and enemy spawns were too close together, allowing enemies to bunch up and swarm bird feeders all at once. This prompted some action:

Actions I Took to Fix The Feature

  • Shortened paths and created more of them (~doubled)

    • Redesigned and placed 10+ paths in 2 levels

  • Designed a feature in which invading enemies to move towards a less populated bird feeder at path intersections

  • Created a wave system that allowed designers to add time between enemy spawns on a path

    • Staggered enemy spawns in 5 waves in 2 levels

Results From These Actions

  • Enemies removed less birdseed from bird feeders, which reduced difficulty and allowed players to scare enemies more often

Key Design Takeaway

  • Multiple changes might be needed to balance a game system

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com