Team Size: 5
Tools: Unreal Engine 5, C++, Perforce
Project Length: 7+ Months (May 2025 - Present)
Project Contributions:
Programmed enemy behavior with a hybrid Behavior Tree and Utility System approach, especially during combat. This was done in a designer-friendly, data-oriented way inspired by the Infinite Axis Utility System from Guild Wars 2.
To learn more about how I created the Utility System's architecture, you can read about it here in this easily digestible technical document that I wrote here!
You can also view a presentation I made for my Utility System down here 👇
Team Size: 5
Tools: Unity, C#, Git
Project Length: 1 Month (April 2025 - May 2025)
Project Contributions:
Implemented A* pathfinding using the Manhattan heuristic for enemy AI navigation in this 2D grid-based, turn-based, tactical RPG prototype.
Created melee and ranged enemy archetypes that would use a state machine to determine if it was their turn, if they should move, if they should attack, and if they should end their turn.
Team Size: 5
Tools: Unity, C#, Git
Project Length: 3 Weeks (March 2025)
Project Contributions:
Rapidly prototyped a 2D boss battle in which the enemy agent uses an N-Gram algorithm to gradually predict and eventually counter the player's attack patterns.