AI Programmer
My Role In Allelon
Main Tasks
Enemy/NPC Behaviors
I designed the Enemy Behavior Tree for all AI related actors.
Cutscene Implementation
I work hands-on with the animator and narrative designer to work on the cutscenes.
Stealth System
All Enemy AI have a built in suspicion component that dictates their enemy behavior.
Current Progress
Behaviour Trees
Currently the behavior tree is set up with Behavior tree services and decorators for each subtree state. These handle the enemy’s behavior based off their Suspicion component and Gameplay Tags. Certain enemies can investigate areas differently or respond to the presence of the player differently based off their current tag.
Suspicion Component
This is an Actor Component I created is integral to handle their suspicion. This complements the AIPerception utilizing the hearing and sight sense configuration. The Suspicion is individual to every AIController. It will then find the highest suspicion from the enemies on scene and handle post process affects to the player’s camera.
