I independently developed AI systems for a survival horror stealth game in Unreal Engine, focusing on creating responsive and dynamic enemy behaviors. I implemented state machines, behavior trees, and perception systems to ensure the AI could adapt to various player actions, enhancing the tension and immersion of the stealth gameplay. The player can also hide in lockers to evade the monster's sight. I also designed and integrated key UI elements, such as a player HUD and Start/End menus, to improve the overall user experience. My approach emphasized scalability and flexibility, ensuring the AI systems could evolve with future updates.
Implemented a monster using behavior trees, perception, states, and EQS systems. States include "Chasing", "Alert", "Stalk", "Roaming", and "Patrol". States will periodically switch in the game between Stalk and Roaming. Chasing, Alert, and Patrol are all caused by events in the game when the player is either seen by the monster, or when the player interacts with the objectives. The Stalk state uses an EQS to query the player's position and roam around wherever they move. The monster also has attenuation audio to alert players of its position.
Developed a main start menu when the game is first loaded that includes a "Play", "Settings, and "Quit"` buttons. In game, the player has a HUD with their stamina bar and controls. When the player dies, they will receive a death menu which can take the player back to the main menu. The "Settings" menu include a way for the player to change the window mode, resolution, graphics, Vsync, sensitivity, and master volume.
The goal is to navigate the maze and find the buttons illuminated by the beacons in the sky. Activating five of these buttons opens a passage that wasn't previously accessible for the player to escape and win the game. The map is covered with a dense fog with a beam of light in the sky highlighting relevant objectives.