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Derek Simpson
  • Home
  • About Me
  • Projects
    • Well Witches
    • Malisense
    • The Patrol
    • Pumpkin Run
    • Chess AI
    • LLM Rythym Game
    • Deep Sea Save
  • Extra Curriculars
  • Research
Derek Simpson
  • Home
  • About Me
  • Projects
    • Well Witches
    • Malisense
    • The Patrol
    • Pumpkin Run
    • Chess AI
    • LLM Rythym Game
    • Deep Sea Save
  • Extra Curriculars
  • Research
  • More
    • Home
    • About Me
    • Projects
      • Well Witches
      • Malisense
      • The Patrol
      • Pumpkin Run
      • Chess AI
      • LLM Rythym Game
      • Deep Sea Save
    • Extra Curriculars
    • Research

Play The Game

Enemy Behavior Programmer

Participated in a 1-week game jam as the Enemy Behavior Programmer. Pumpkin Run is created using Unity and C#. I was personally tasked with developing all systems related to the enemy. I worked alongside a diverse team of 10 designers, artists, and programmers to create an engaging game that showcased creative enemy mechanics and collaborative effort. 

My Work

Modular State Machine

I implemented a finite-state machine to manage enemy behaviors efficiently. The FSM architecture allowed for discrete states such as patrol, chase, and attack, making it easy to expand enemy functionality. Using parameterized states and transitions, I was able to create flexible, reusable behavior systems across different enemies, optimizing both performance and maintainability. This system provided a scalable solution for managing complex enemy interactions while keeping the AI structure simple to implement and modify. 

Perception and Pathfinding

In this project, I developed an advanced enemy AI system with a dynamic vision cone for detecting both players and specific objects like pumpkins. The enemy responds to movement within its cone, transitioning between patrol and attack states seamlessly. Using the AStar Pathfinding Project library, the AI efficiently navigates the environment, following optimal paths around obstacles and recalculating its route if targets move. This creates a responsive and immersive enemy behavior, enhancing the overall gameplay experience. 

GitHub Repository

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