As a Game & AI Combat Designer, I am responsible for designing the abilities, behaviors, and reactions of enemy AI. Additionally, I develop these elements to test and balance them effectively. I am also working on developing a spawn system that aligns with the game’s design.
Pitch : Raze, a genetically modified creature designed to serve the Scarlet Bastion, breaks free from captivity after a devastating attack on the facility where it was imprisoned. Driven by a fervent desire for freedom, Raze faces an unknown and perilous world from which it must escape at any cost.
Work in Progress
What did i do ?
Enemy Design
Creating AI abilities, behaviours and reactions.
Creation and editing of documents
Prototyping enemy and combat features, then develop it
Bug fixing and working on feedbacks.
Applying retakes from reviews.
Communicating with the team to validate and retake features to match the design intentions.
Tools used
Enemy Documentation
Spawn System
AI Manager / Ticket System
Enemy Design & Development
Swarmers
A Swarmer is a fast but fragile unit primarily operating in the Near Zone. Each Swarmer unit has distinct behavior and weaponry. There are four types of Swarmer Units:
Shell-Kaboom
Tel-explosion
SW-armed
WarHeadBot
CAIXI
A CAIXI is a unit that primarily operates in the Mid Zone. Except for the Baopo, CAIXI units serve as cannon fodder with the main objective of protecting the Baopo, which have more complex behaviors. There are three types of CAIXI units:
Aggressive
Healer
Baopo
Development
I developed each AI using a Behavior Tree, a modular and hierarchical system that allows for complex decision-making processes. By structuring the AI’s behaviors into nodes and branches, I could effectively manage the sequence, selection, and execution of various actions and reactions based on different conditions. This approach not only makes the AI more adaptable and responsive but also simplifies debugging and balancing. Here is an example of 2 Behavior Trees that illustrates how these elements are organized and interact to drive the AI’s behavior.