top of page

OVERVIEW

I worked as Tech Designer in an Unreleased Coop AAA FPS project.

 

Due to NDA and contractual agreements, I can't share more information about the project

FEATURES

  • AAA FPS

  • COOP

  • Team of 100+ developers

MY CONTRIBUTIONS

As Tech Designer
  • Prototyped enemy behaviors and combat mechanics in UE5 using GAS, Blueprints and Behavior Trees.

    • Enemy AI Behavior Trees: abilities, states and conditions for state changes.

    • Created enemy and player abilities using Blueprints.

  • Translated vision holders' and feature owners' creative vision into in-engine behavior, building enemies that feel responsive, readable, and fun to fight/hunt.

  • Tuned enemy behaviors to land the right balance of challenge and gameplay feel.

    • Attack patterns, timing and cooldowns.

    • Enemy perception, detection ranges and reaction windows.

  • Built dedicated test environments (gyms) to iterate and validate AI systems rapidly.

    • Enemy AI Gym​

    • Enemy Animation Gym

    • Enemy Traversal Gym

  • Integrated and validated animation assets within the enemy and AI pipeline, working hand-in-hand with the animation team.

    • ​Set up all enemy and boss animations

    • Set up all animation notifies for enemy animations​​

  • Worked closely with vision holders, designers, programmers, artists and production to keep AI systems aligned and moving efficiently through the pipeline.

  • Worked with production and QA to track down, debug, and resolve AI-related issues across development.

PROJECT DETAILS

  • Genre: Coop FPS

  • Team Size: 100+

  • Engine: Unreal 5

bottom of page