One path is what I'll call the "smug bastard" villain. The kind who is just so...so...punchable, y'know? Someone you get a perverse joy out of hating, and are filled with the most delicious schadenfreude when they get (proverbially or literally) kicked in the teeth. Developing this kind of antagonist doesn't take a ton of effort, but it does require you to at least preserve their veneer of calm, collected villainy for a while so that the players messing up the villain's plans feels sufficiently weighty. A villain that exploits social dynamics to protect themselves, taunts the PCs with how untouchable they are, gets irritatingly successful in ways the PCs can't just easily take away--that's how you make this person both memorable and oh-so-hateworthy.