body { background-color: lightblue; }
top of page
Modern Architecture

About the project
___________________________________

During my internship, I contributed to and refactored the existing AI system of an ongoing project. When I joined, the AI was primarily implemented in Blueprints, and I had the opportunity to optimize and refactor it in C++. My work involved Behavior Trees, EQS Queries, Navigation, and various other AI systems.

At the time, the project was in its vertical slice phase, providing a focused scope for AI development and iteration.

​

The project is under NDA. But I am allowed to showcase gameplay prototype. These prototypes has been decoupled and simplified for ease of use. The gameplay has been stripped down and recreated in a new project. Not everything shown represents the internship project. 

Project Info

  • Main roles

  • Lead AI programmer

  • May 2024 - August 2024

  • Team Size: 20

  • Unreal Engine 5.4

My contributions​

  • Refactored majority of Blueprint code to C++

  • Improved Behaviour Tree logic

  • Suggested to implement EQS Queries

  • Navigation and logic

  • Fixed a lot of on going bugs

About

My Contributions
___________________________________

The base of the Behaviour Tree for the enemy behaviour. The goal was to polish the AI as much as possible in before the final verticle slice. 

Base Enemy Behaviour Tree
My Contributions

Conclusion
___________________________________

This project was very uplifting in my experience when it came to AI. I was able to collaborate with designers to tweak for feedbacks. I was able to see new found bugs and methods of implementations to solve. I really enjoyed working with Behaviour Tree and EQS Queries. 

Conclusion
bottom of page