Eye For an Eye was a simulated studio project worked on over the span of ~10 weeks, at Griffith University! I performed across a diverse number of roles, including Technical Art, Narrative Design, Audio Design, Level Design and Programming!
As a stealth horror game, Eeny was the centrepiece of Eye For an Eye's gameplay. The goal of the game is to evade his perception, whilst collecting runes around the map - and I played a core role in using Unreal's Behaviour Trees to design his AI.
This was a long process, and what I dedicated the majority of my time programming in Eye for An Eye to.
This video is an explanation of Eeny's AI that I created early on in Eye for An Eye's development. It does a good job of breaking down his behaviours, but is not representative of the final product!
Eye for An Eye is set in the domain of an Old God, who was reawakened after the events of your hike. As such - the map is riddled with 'Eye Trees;' manifestation of it's perception.
Gameplay-wise, these exist as hazards that will alert Eeny with a horrifying shriek, if the player strays too close. They also serve the secondary function of always looking in the direction of the next objective area - the player is observant enough to notice!
The map is of course an important aspect of Eye for An Eye's gameplay, as such, with the cooperation of our concept artist's mudmap, I worked on implementing the map into the game.
Creating maps for stealth games is more difficult than normal, because it's important to consider how terrain, lighting and obstacles will interact with visibility.
Similar to Below Deck (my last studio project), Eye for an Eye is an atmospheric experience, so beyond the visual effects, I sought out integrating binaural localised audio for environments in the game.
Using SFX sourced from Freesound.org and Pixabay, I created a variety of 3D sound effects, and immersive world events.
I also worked on the original soundtrack for the game! That can be found with the rest of my music work here!