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Gun fire

Unreal 4. Team size 6, AI designer and coder. Fps roguelike

Gun fire was a 4 week project where I worked as an enemy designer. The game was rather rushed due to the short deadlines and as such the enemy AI had to be efficient.

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EFFICIENCY

For the enemy AI to be efficient I needed it to fulfill the requirements needed for the game while at the same time being simple enough that they could be done in the short time frame.

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To achieve this I started with the two main archetypes for the enemis. Melee and ranged the idea being that the melee enemy would get the player moving, and the ranged enemy would work as a sort of goal as they do the harder to avoid damage making them priority targets.

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TWEAKS

From there I made alterations and tweaks to the base formula

One thing I wanted was to have the enemies being a lot less aggressive and start to notify the player with barks when attacking from behind. This is so that the player does not get shot in the back out of nowhere and the game starts to feel unfair.

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Another tweak I made was to give the Melee enemies a teleport. So they could teleport to a location near the player when far enough away. This was to avoid having the player simply running in one direction the entire game.

MY THINKING

There is more to the enemy AI but to avoid rambling too much in the portfolio I have added a link to a google document where I wrote what my thought process whent.

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