We composed the structure of the game with different independent modules. The main ones are the Navigation Mesh, the AI of wolfs and coyotes and the player interactions.
The navigation mesh was altered to work with a 2D layout so we had to mix 3D and 2D rigidbodies and colliders to make everyhing snap togheter. Enemy AI search for the player and the territories following the nav plane which make them feel alive.
The player is a mix of different interactions that work in isolations but converges in the result of its actions.

For the AI we used an State Machine with states for the different behaviours, chaning on how things are close to it, including the player and other animals.

Everything was put together in the game level using references to the main actors, and since the AI drives what happens you are more spected to react, so scripts are more aware of how the world is instead of what others are doing.