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Help Is On The Way

A single-player satirical survival-horror job simulator, where players take on the role of Kassandra, a security guard trapped in an off-world factory after an alien attack.​

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My Roles

I was responsible for many of the core technical systems of the game including:

  • Designing and implementing the enemy monster's AI system

  • Creating a procedural animation system for an arachnid-like monster

  • Developing a pacing manager to track player progress and dynamically adjust difficulty

  • Building designer tools to allow teammates to easily develop and tune levels and scenes without touching code

  • Creating the interactive map system, used by the player to monitor and control the environment

 

I also worked on interactive props found around the game such as  the Terry bobblehead​​​

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Key Challenges

Inspired by Alien: Isolation, I created a multi-layered AI system using a custom state machine architecture:

  • State Machine Design:

    • MonsterController: Core logic hub

    • MonsterState: Abstract base class

    • Concrete states: Seek, Attack, Hide, Divert, Absent, Kill

    • MonsterStateMachine: Manages transitions and event triggers

    • MonsterAnimator: Controls both procedural and fixed animations

  • Pacing Manager:

    • Tracked player progress and major events

    • Adjusted monster behavior and state machine inputs

    • Triggered scripted sequences for narrative and tension spikes

Creating an intelligent yet "fair" alien AI — smart enough to be threatening, but not omniscient. It also needed to respond dynamically to gameplay tension and scale appropriately

  • Used Unity’s Animation Rigging Package for IK

  • Controlled leg movement with PrimeTween (Lerp helper package)

  • Blended between procedural and fixed animation via weighted influence over IK targets

  • Added system for clean transitions between animation systems for gameplay and cinematic moments

Creating a reactive animation system for the alien that could:

  • Navigate complex environments

  • Blend between procedural IK and fixed animation clips

  • Support special animations (climbing walls, dodging, killing)

  • Designed a clean, worldspace map UI displaying static elements and moving entities (Conor, the monster)

  • Players can click on rooms to swap surveillance cameras

  • Used alphanumeric markers for terminals and switches, reducing UI clutter and reinforcing the "retro-futuristic" theme

Keeping controls intuitive while managing a complex scenario involving multiple systems (AI, navigation, alarms, doors, etc.)

Tools & Tech

Engine: Unity 6
Packages / Plugins: PrimeTween, FMOD Studio, Animation Rigging
Design Patterns: State Machines, Scriptable Events, Modular Components

Lessons Learned

  1. Code Structure Matters - Good architecture is essential, especially for long-term projects.

  2. Ask for Help Early - I initially tried to “prove myself” with difficult systems solo - a mistake I learned from quickly.

  3. Learning from Others - Working with more experienced peers was a crash course in design, programming, and collaboration.

  4. Pair Programming Works for Me - I discovered that I thrive in pair work: bouncing ideas, mutual code reviews, shared accountability.

The Team

I was very fortunate to work with such a talented and driven team. We shared a strong creative bond, particularly over the game’s satirical tone. That shared humor helped keep momentum high during production challenges. Click below to see more of their work.

Evan Oldham

- Character Artist
- 2D Artist

Bennie Khadem
- Environment Artist
- Animator

Wesley Yuen
- Programmer
-Tech Designer

Yuki Hu
- Level Designer
- UI Designer

Ben Spratt
- Project Manager
- Audio Implementation
- Designer

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Sam de Paiva

Technical Designer

I'm always looking for opportunities to expand my skillset and meet other developers. Reach out to me on LinkedIn or by email: ​

 

sammydepaiva@gmail.com

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