Technical Designer
Unreal Engine Project
April 2025
What I learned
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Unreal Engine Basics:
I gained a solid understanding of navigating the UE5 editor, building levels, placing actors, and managing assets and materials.
Enemy AI & Behavior Trees
I began working with AI Controllers and Behavior Trees to create simple enemy behavior. Initially, enemies would move toward the player and attack, but this sparked my interest in more advanced AI systems.
Blueprint Scripting
I learned to build logic using Blueprints, Unreal’s visual scripting system. This included player mechanics, triggers, pickups, and simple UI elements.
Where I Would Improve
Enemy AI & Behavior Trees
Earlier this year, I began working with AI Controllers and Behavior Trees to create simple enemy behaviors. At first, enemies would only move toward the player and attack, but this experience sparked my interest in developing more advanced AI systems. Since then, I’ve gained a stronger understanding of Behavior Trees and the Environment Query System (EQS). Looking back, I’d love to revisit those early projects and integrate my new knowledge to design enemies capable of making smarter, more dynamic decisions.
Advanced Locomotion System (ALS)
I implemented and expanded on the Advanced Locomotion System (ALS) to enhance character movement. Through this, I learned both its strengths and limitations, especially since it’s a community-maintained project that can be prone to bugs. I found ALS to be most effective as a prototyping tool or as a reference when developing a custom locomotion system.
Moving forward, I aim to create my own animation blueprint or refine my ability to retarget Mixamo animations for ALS to deliver smoother, more cohesive gameplay experiences.
