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Bayou Bash

Project Type

Collaborative College Project

Date

Sept 2024

Role

AI designer, Animation integrator, Pathfinding engineer.

Link

Tools

Unreal Engine 5.4, Blueprint scripting, blackboard, behavior trees, and Unreal Engine Animation Editor

Bayou Bash was developed by Team TLC before Making the Cut and was one of the projects where I worked on enemy AI design. I was responsible for enemy animation integration, sound effects, and AI combat design. This project predates my adoption of a more standardized approach to AI design. However, the AI still follows a basic methodology, transitioning between patrolling, chasing, and attacking based on distances and states, as referenced in Analysis of Development of Artificial Intelligence in the Game Industry. Additionally, these AI were heavily design-driven, as they were not humanoid enemies, thus their movement and attack patterns had to be adapted to fit their unique designs.

At the time, I was still learning Unreal Engine 5, so this project reflects my early development struggles and growth. I had to familiarize myself with Blackboard and Behavior Tree Blueprints, as well as learn how to adjust navigation links for AI behavior.

The team did not publicly release this project, but I still have the GitHub link.

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