PLANNED RELEASE JUNE 2025
PLANNED RELEASE JUNE 2025
As a Programmer, I developed a centralized AI state machine that was designed for easy integration across multiple enemy types. This modular system allowed several developers to create diverse enemy behaviors efficiently while maintaining consistency and scalability. The state machine’s clear structure made it easy to extend, modify, and debug. Additionally, I implemented various enemy abilities using techniques such as object pooling, projectiles, and colliders to optimize performance and enhance gameplay interactions. Through close collaboration with designers, I ensured that AI behaviors aligned with the game’s vision, contributing to an engaging and dynamic player experience.
My Work
Developed a modular and efficient pathfinding system using Unity’s NavMesh and a custom pathfinding script to ensure enemies could reliably navigate around obstacles while tracking the player. This system was designed to be resource-efficient, allowing all enemies to dynamically locate and pursue the player without excessive performance overhead. Implemented logic to adjust enemy speed based on distance, enabling enemies to accelerate when far from the player and conserve resources when off-screen. Leveraged Unity’s physics system and 2D vector math to calculate player direction, ensuring smooth and responsive enemy movement for a fluid gameplay experience.
Designed and implemented a multi-phase boss enemy with distinct attack patterns using a state machine, creating a dynamic and engaging encounter. The boss features five unique abilities, each with reactive indicators that utilize sprite masks and scripted sprite manipulation to clearly telegraph attack zones. All boss attributes, including health, damage, and ability parameters, are fully editable in the inspector, allowing designers to easily fine-tune gameplay balance. This modular and interactive design ensures the boss remains both challenging and visually intuitive, enhancing the overall player experience.
Developed a designer-friendly patrol system for easy customization of enemy movement.
Enabled designers to define patrol paths by selecting areas, allowing the AI to navigate to random points within each selected rectangle in sequence.
Created a shared patrol system for all enemies, streamlining the design process and ensuring consistent behavior across different AI types.
Integrated the A* Pathfinding Project Unity library for precise and efficient pathfinding, enabling enemies to intelligently navigate complex environments.
Enhanced gameplay by providing adaptable and efficient patrol routes for all monsters, improving overall player experience.