Collaborated with a programmer to build a modular Utility AI system in Unreal Engine.
Created a Character Blueprint for the AI Controller to Move, Crouch, Aim & Shoot and handled the tech anim side of things.
Worked with the Environment Query system for the AI to use while navigating around and performing behaviors such as Reposition, Strafe, Cover, Petrol & Flank.
Worked in setting up the Goal Generator and Goal Data using C++.
Also created a modular enemy class & weapon system to easily create different weapons and enemy classes with unique attributes.
Overall balancing and scoring of the AI System Combat Scenario.
Designed various AI Behaviors to simulate a battle arena scenario using various tactics and decision making ( Similar to shooter games like Division ).
Designed variables that impact the behaviors for the utility AI & worked on the scoring for them.
Created a small scale weapon component that works with player & AI. The modular design enables the user to create different weapons using property tab.
Used EQS to generate nodes in order to specific execute navigational behavior.
Cover EQS - Finds a cover that is hidden from all enemies , is near the target enemy and not reserved by any teammate.
Reposition EQS to find a better position to shoot enemy with context to other enemies and teammates around.
List of EQS Context used for better node calculation results.
Worked with Unreal’s Animation Blueprint to create Aim offset for the AI controller to look, aim & shoot along with other movement abilities.
Showcase
Example on how to use Behavior Data Component