ROLES AND RESPONSIBILITIES
- AI/NPC and Weapons Programmer: Led the development of the enemy AI system and tools that were used in every encounter in the game
- Enemy Framework: Built an enemy system using Blueprint classes, Data Assets, Behavior Trees, and Animation Blueprints that powered all 24+ enemy types and variants
- Animation Systems: Created and managed blend spaces, state machines, NavMesh pathing, and performance optimization
- Weapons Development: Collaborated with the lead programmer on developing 2 weapon types with 6 unique upgrades
- Technical Systems: Helped manage Perforce version control server, established documentation standards, and asset naming conventions across all departments
ENEMIES
Developed all enemy types supporting 4 archetypes, 6 variations for each archetype, and 1 boss variant, totaling 24 enemy types.

Key Features:
- Dozens of adjustable parameters via data assets for stats, visuals, and behavior
- Optimized for spawning dozens of enemies with minimal performance loss
- Animation states driven by state machines, ensuring natural blending between animations
- Integrated debuff system via components
- Debugging tools allowing designers to visualize hitboxes, explosion radii, and other volumes in-editor
Main Enemies in Blueprints
Main Enemies in Blueprints
Main Enemy Class Blueprints
Main Enemy Class Blueprints
All Enemy Types and Variations
All Enemy Types and Variations

Enemy Animation Blueprints

Inside a Enemy Animation Blueprint

DESIGNER TOOLS AND ACCESSIBILITY
- Built systems prioritizing cross-department usability 
- Exposed dozens of parameters for data assets, enabling design, art, and audio teams to modify enemies without touching any code
- Created real-time debugging visualization tools for designers to easily iterate on enemy systems directly in the editor
DESIGN-TECHNICAL COLLABORATION
During the development of Gravebound, I worked closely with the Systems Designer and Design Lead to ensure enemy behaviors matched the design's original vision and intent. Additionally, I provided technical feedback during early prototyping phases and helped identify constraints that would inevitably shape each encounter's design.
SELF REFLECTION
While working on Gravebound, I gained extensive experience in professional game development, including cross-departmental communication, meeting numerous deadlines, and building maintainable systems. I also learned the importance of good documentation and designer-accessible tools, which drove me to create and maintain highly customizable systems that non-programmers could easily use and modify.
Through implementing others' designs, this helped deepen my understanding of what makes systems maintainable, iterable, and designer-friendly; principles that I now apply to my own design work. Throughout development, I observed firsthand how small stat changes (specifically to attack range and health pools) can dramatically affect player experience.
DEVELOPMENT TIMELINE
September 3, 2024: Development Started
November 19, 2024: Alpha Build Completed
April 8, 2025: Beta Build Completed
May 6, 2025: Release Build Completed
June 5, 2025: Released on Steam​​​​​​​

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