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ENRIQUE SCHWARTZ

Game Designer specializing in AI systems and combat mechanics, with experience shipping titles in Unreal Engine 5 and Unity — including Behavior Trees, Blueprints, and Gameplay Ability System.

My work focuses on enemy AI, combat design, and iterative prototyping, bridging design intent and technical execution. My first shipped title, GHUNTER, earned multiple awards and was finalist in the Rookie Awards 2025.

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PROJECTS

Military Breaching and Combat Mechanic Design

Design exercise created for a military simulation project. The assignment had two parts:

  1. Designing a realistic breaching system with AI-controlled operators, considering tactical formation, room entry, pathing, roles, and chain of command.

  2. 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

  • Designed AI squad breaching behavior from player input to room control.

  • Designed as a scalable system: AI behaviors and tactical formations adapt dynamically to any environment layout or encounter scale

  • Proposed a new AI-driven combat feature.

  • Focused on clarity, realism, and adaptability.

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GHUNTER

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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

  • Game Mechanics, combat and enemy AI.

  • Game feel (UX), combat balance and iteration.

  • Feature testing and gameplay validation.

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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

  • Designed and implemented enemy AI using Behavior Trees in Unreal Engine 5

  • Prototyped decision-making systems for enemy actions (engage, reposition, attack)

  • Focused on creating readable and reactive enemy behavior during combat

  • Iterated on AI tuning to achieve consistent pressure and pacing

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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

  • Game Design: core mechanics, exploration system and progression.

  • Combat, enemies, and cooperative constraints.

  • Playtesting, iteration, and balance adjustments.

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Minecraft Education Project

This project consisted of creating two Minecraft worlds with the objective of strengthening the maths and programming competences of 5º and 6º elementary students. 

Task Overview

  • Gameplay mechanics and level design

  • Testing and user validation sessions

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Creation of two original mobile game concepts.

  • Designing two original gameplay concepts with clear core loops, goals, and player motivations.

  • Expanding one concept with a progression system and live ops features that support long-term retention.

  • 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

  • Designed two original game concepts (Tower Defense Water Park + Endless Martial Arts Fighter).

  • Developed progression, rewards, and live ops for the Tower Defense concept.

  • Proposed a Ranked PvP feature to integrate competition and long-term player motivation.

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OTHER PROJECTS

GULLY'S REEF RAVE

Gully's Reef Rave

Recharged!

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