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