top of page

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​​​


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
-
Code Structure Matters - Good architecture is essential, especially for long-term projects.
-
Ask for Help Early - I initially tried to “prove myself” with difficult systems solo - a mistake I learned from quickly.
-
Learning from Others - Working with more experienced peers was a crash course in design, programming, and collaboration.
-
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.
bottom of page
