Superior Internship

For the internship I had during year 4 at BUas, I joined a company called Drifter Entertainment and worked together with them on their latest game called Superior. I mainly helped with AI-related issues, but I also took part in fixing issues for characters that haven’t come out yet. I also helped with some smaller issues that I will go more into detail about later.

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Bewildered AI

We are currently working on a game called Bewildered, it is a 3rd person exploration platformer-style game, where your goal is to restore an island to its former glory with the help of a monster who you are going to befriend along the way.

Link to the game: https://store.steampowered.com/app/1768540/Bewildered/

However, I mainly wanted to post this to talk about AI, since that was a unique form of AI, which I had only seen once, and as far as I know, it hasn’t been implemented into any Triple-A games.

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STUP AI in Unreal Engine 4

This post will go into detail about the Short Term Utility Planning which was mentioned in the Bewildered AI post.

I will mainly be following the same order as that post, meaning that the below flowchart is important, I will also add the UML that a coworker and I made together for this AI.

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Programming Languages

I currently have been programming for 5 years, and I’ve mainly been doing so in C++. I’ve created several projects that I worked on. Such as the Ray Tracer or Cabinet of Curiosities. I’ve also worked on C++ in conjunction with SQL which is also relevant to add. I’ve also made a project on a Raspberry PI and a Nintendo Switch, which allows for some other fun constraints.

Cabinet of Curiosities

I worked on this project for about 24 weeks split into an engine part and a gameplay/AI part. The first 8 weeks I worked as part of the team creating the custom engine, then worked the other 16 weeks primarily on the AI and the system that controlled it. This game was split into 2 versions to let the designers work on their things while the programmers set up everything that was needed for the game to work in the custom engine.

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Raytracer

In this block, we were tasked with creating a Raytracer, we had to start from scratch without much knowledge about how they worked, so first, we had to look into how they worked.

This took some time. But with some good guides and helping each other in class most people, including myself, got the basics set up.

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