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
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AAA FPS
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COOP
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Team of 100+ developers
MY CONTRIBUTIONS
As Tech Designer
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Prototyped enemy behaviors and combat mechanics in UE5 using GAS, Blueprints and Behavior Trees.
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Enemy AI Behavior Trees: abilities, states and conditions for state changes.
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Created enemy and player abilities using Blueprints.
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Translated vision holders' and feature owners' creative vision into in-engine behavior, building enemies that feel responsive, readable, and fun to fight/hunt.
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Tuned enemy behaviors to land the right balance of challenge and gameplay feel.
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Attack patterns, timing and cooldowns.
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Enemy perception, detection ranges and reaction windows.
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Built dedicated test environments (gyms) to iterate and validate AI systems rapidly.
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Enemy AI Gym
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Enemy Animation Gym
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Enemy Traversal Gym
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Integrated and validated animation assets within the enemy and AI pipeline, working hand-in-hand with the animation team.
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Set up all enemy and boss animations
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Set up all animation notifies for enemy animations
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Worked closely with vision holders, designers, programmers, artists and production to keep AI systems aligned and moving efficiently through the pipeline.
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Worked with production and QA to track down, debug, and resolve AI-related issues across development.
PROJECT DETAILS
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Genre: Coop FPS
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Team Size: 100+
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Engine: Unreal 5