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Making The Cut
Project Type
Collaborative University Project
Date
Nov 2024
Role
QA tester, Programmer, Engineer, AI developer, Combat Systems Designer, Animation Integrations
Link
Tools
Unreal Engine 5.4, Blueprint scripting, Behavior Trees, Blackboard, Unreal Animations Editor, and Niagra Particle Effects
This is a collectathon-style platforming game inspired by popular third-person 3D titles like Super Mario and Spyro. I was responsible for the AI combat systems, animation integration, sound effect integration, environmental interactions, and quality assurance.
My contributions focused on programming the enemy AI for the knight, spearman, and archer variants, so just in general the AI enemies. I also integrated all animations and sound effects provided by the team. For AI development, I used Blueprints and scripting, Behavior Trees for AI logic, and Blackboard for variable management. I also utilized the Unreal Animation Editor for minor animation adjustments and effect triggers, as well as Niagara Particle Effects for particle-based assets.
Making the Cut followed standard AI development practices, drawing from references such as AI for Games by Ian Millington and Analysis of Development of Artificial Intelligence in the Game Industry by Sayid Adli Yakan. In fact, much of the AI behavior in this game can be simplified to the same core principles as Pac-Man, as discussed in Yakan’s essay. Additionally, the AI behaviors were influenced by design-driven decisions—for example, the knight enemy loses its shield when struck by a specific attack, and the archer remains stationary. This aligns with the concept of "Conceptual AI," as explained in Artificial Intelligence in Video Games: Towards a Unified Framework.
Unfortunately, the game was not publicly released, as the team decided against publishing it, but I do have a GitHub link to the project.

































