PRIMARY RESPONSIBILITY: Design and develop enemy AI
- AI enemy capable of detecting and pursing players based on visual and auditory cues. 
- Utilized a state machine for behavior management and navigation. 
- Served as the team leader of 5, scrum master and design. 
- Oversaw the project’s overall direction. 
- Unity Engine / C# 
DEAD ON ARRIVAL
PROJECT MANAGER/GAME PROGRAMMER
NPC BEHAVIOR MANAGEMENT
KEY COMPONENTS INTERACTION:
- "MonsterStateMachine " and "AnomalyDirector" scripts 
PURPOSE:
- Manages NPC behavior 
MONSTERSTATEMACHINE SCRIPT FUNCTIONS:
- Encapsulates logic for NPC states: patrolling, stalking, chasing, and killing. 
- Relies on "AnomalyDirector" for: Current overall NPC behavior state. 
- Target destination for navigation 
- AnomalyDirector Script Role: Provides essential information for NPC behavior management. 
BEHAVIOR ASSESSMENT AND ADAPTATION:
- Utilizes "CheckForPlayer()" method to assess player presence via "anomalySight_Sensor". 
- Influences NPC state transitions based on player proximity and actions. 
- Maintains current behavior. 
- Switches between patrol and hunt modes 
- Initiates kill sequence when close to the player. 
CODE SNIPPETS
 
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
               
            
              
            
            
          
              