Champ - NPC Decision Tree

C# AI Mobile Unity

Implementation of a modular combat AI using Decision Trees for an action game prototype, enabling NPCs to autonomously choose between attacking, blocking, and switching weapon ranges dynamically.

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Squad Tactical AI

Theta* Boids Group Movement Unity

High-performance squad navigation system combining Theta* any-angle pathfinding with Boids-based group steering behaviors and tactical combat logic.

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Space Shooter - MVC Architecture

Unity C# MVC Design Patterns Architecture

A technical showcase of scalable game architecture using MVC, Strategy, and Observer patterns, featuring robust object pooling and a stack-based UI state machine.

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FSM - Patrol & Stealth AI

Unity C# FSM Pathfinding Stealth

A prototype showcasing Finite State Machine logic for patrolling agents. Features player detection, shared alert states, and pathfinding to the last known player position.

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AI - Behavior Design Prototype

Behavior Tree Integration Panda (Prototyping) NPC Steering Event Response

A behavioral design prototype utilizing a modular node-based system for the Minotaur agent's core reactions, including sound detection and patrolling. Note: This specific prototype was developed using the Panda engine for rapid iteration.

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