Brian McCormick's profile

The Hunted - Artificial Intelligence

In the world of game development, there are a few challenges that are as intriguing and demanding as creating and engaging, believable, and adaptive enemy AI system. Among the artifacts for this project that I take pride in, is the creation of an enemy AI system, built in Unreal Engine. I implemented AI for two different creatures. The dreaded Wendigo, and a pack of relentless wolves. This system demonstrates not only my technical skills, but also my ability to create interactable enemy systems in virtual worlds and immerse players in a thrilling and dynamic experience.

The core objective of my AI system was to design entities that would emulate the behavior of these creatures within the game world, eliciting emotions of fear, tension, and suspense. My decision to include the Wendigo, and a pack of wolves, was a conscious one. Wolves are endemic to the region (the northern shore of Lake Superior), and the Wendigo has folk-lore roots in the region as well. This made their inclusion believable, and compelling.

In my AI system, there are a few different mechanics that I would like to point out. Firstly, the creatures roam the map prioritizing places that the player has previously been. This choice is fundamental to delivering a suspenseful and immersive experience. It will allow the player to feel like they are being stalked through the Canadian woods as they may hear the crack of a branch, the howl of a Wolf, or the pounding footsteps of the Wendigo as it stalks them. It forces the player to think critically about their actions, their path, and their escape routes.

Designing these AI systems has taught me how complex it can be, and how much work it takes to create a truly believable AI. While my current iteration could be improved upon, just creating a simple roaming mechanic took me hours. But with each hour spent, I learned invaluable lessons on how to design AI from the ground up. It is one of those things that can be as simple or as complex as you want to make it. Even something as simple as choosing between a task or service inside the blackboard system, can have game altering consequences.
I have chosen to feature this enemy AI system in My Portfolio because it stands as a testament to my ability to design implement and fine tune AI systems that are both sophisticated and believable. It showcases my expertise in using the Unreal Engine Blackboard system, Behavior Trees, tasks, and AI sense utilization, to craft AI behavior that feels natural, challenging, and unpredictable.

This system also highlights my commitment to a fun player experience. I understand that AI isn't merely a line of code, but a vital element in creating an immersive and emotionally engaging gameplay experience. This AI will challenge players, keep them engaged, and create a sense of tension and fear.
Utilizing Unreal Engines blackboard system, the AI for the enemy actors will search for and chase the player.
The Hunted - Artificial Intelligence
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The Hunted - Artificial Intelligence

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