
ENRIQUE SCHWARTZ
PROJECTS
Military Breaching and Combat Mechanic Design
Design exercise created for a military simulation project. The assignment had two parts:
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Designing a realistic breaching system with AI-controlled operators, considering tactical formation, room entry, pathing, roles, and chain of command.
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Pitching a new mechanic that could expand the game’s depth — in this case, a suppression and morale-based behavior system integrated with the AI.
I worked from a clean slate with no prior background in realistic military combat, conducting rapid research to create a clear, functional proposal focused on gameplay clarity, AI-player coordination, and authenticity in room-clearing scenarios.
Task Overview
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Designed AI squad breaching behavior from player input to room control.
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Designed as a scalable system: AI behaviors and tactical formations adapt dynamically to any environment layout or encounter scale
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Proposed a new AI-driven combat feature.
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Focused on clarity, realism, and adaptability.

GHUNTER


GHUNTER is a third-person action adventure game in which you play the role of Ghunter, a gnomechef who cooks creatures alive to deliver delicious dishes and become the royal chef of the Kingdom.
Task Overview
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Game Mechanics, combat and enemy AI.
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Game feel (UX), combat balance and iteration.
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Feature testing and gameplay validation.

AI Gameplay Prototype
Work in Progress — Ongoing AI and combat system iteration
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First-person combat prototype developed in Unreal Engine 5, focused on enemy AI behavior, reaction systems, and combat flow in a fast-paced arena shooter context inspired by DOOM-like gameplay.
The goal of the prototype was to design and implement AI systems while deepening my understanding of Behavior Trees and enemy design in real-time combat scenarios.
Task Overview
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Designed and implemented enemy AI using Behavior Trees in Unreal Engine 5
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Prototyped decision-making systems for enemy actions (engage, reposition, attack)
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Focused on creating readable and reactive enemy behavior during combat
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Iterated on AI tuning to achieve consistent pressure and pacing

Resident Evil: Board Game
A tabletop survival horror game inspired by the Resident Evil franchise, designed as a fully playable physical prototype. Players explore a randomly generated mansion, manage resources, face escalating threats, and cooperate under communication limits to escape with the cure.
Task Overview
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Game Design: core mechanics, exploration system and progression.
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Combat, enemies, and cooperative constraints.
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Playtesting, iteration, and balance adjustments.

Creation of two original mobile game concepts.
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Designing two original gameplay concepts with clear core loops, goals, and player motivations.
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Expanding one concept with a progression system and live ops features that support long-term retention.
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Proposing a social or monetization feature that integrates into the game’s core loop.
I worked focusing on creating accessible yet engaging mechanics for casual to mid-core players. The process emphasized clarity, player motivation across short, mid, and long-term goals, and integration of competitive and event-driven systems to reinforce retention and community engagement.
Task Overview
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Designed two original game concepts (Tower Defense Water Park + Endless Martial Arts Fighter).
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Developed progression, rewards, and live ops for the Tower Defense concept.
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Proposed a Ranked PvP feature to integrate competition and long-term player motivation.




