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