# Week 7 (10/28/2020)
With the dev team working to add enemy models, we can now proceed with defining and scripting their behaviour, and refining it with playtesting and internal reviews. We want the game to technically have quite a steep ascent to a high difficulty, and build on it to make the game even more difficult. However, due to the resurrection mechanic, this will be perceived as an easier game (given of course that the player gets comfortable with the concept of sacrificing their current run to help the next one succeed).
After playing the game with a more accurate representations of the enemy models added in, I spoke to my team about taking the game in a more impressionistic direction, rather than a realistic one. Not only will this work to reinforce the themes and aesthetics we had initially agreed upon, but also free us from the requirement of making a game grounded in our reality, and we can strategize around how that may help us decrease the development debt of making a realistic environment, and all the extraneous atmospherics that entails.
Once the enemy models are added in, I can stop being a game director and jump into the role of game & level designer. The dev team and the art team have have been extremely well co-ordinated in ensuring that all assets in the game work as intended, and that we can easily build prefabs with models and scripts that can speed up the process of testing and iterating on the level, much like how procedural generation helped us gauge how difficult the game needed to be in the prototyping stage.