Gameplay designer & Scripter
I am a Game Designer and Scripter, currently studying Game Design at Future Games in Stockholm. I’ve spent my time at school broadening my designing knowledge, while also specializing in scripting, deepening my capabilities within Unity and Unreal.
AI Flocking Behaviour
AI using flocking behaviour, which implements Cohesion, Separation, Alignment, Goal seeking, Field of View, Dynamic Obstacle- and Mouse Avoidance.
The algorithms are weighted by distance. In this scene, I created fish AI which avoids the mouse cursor, but the behaviour is highly customizable and the algorithms can be tweaked and saved through a Customized Inspector.
AI Behaviour Tree
I built a Behaviour Tree system and created two AIs with different behaviours using it. Both AIs area also using an A* pathfinding which is using weights to navigate the area.
The first AI tries to activate each of the generators, while the second AI patrols the area and tries to catch the first AI if it spots it.