Colossus AI — Behavior Tree
A Behavior Tree organizes enemy decision-making, including player pursuit, target selection and charge attack behaviour.
PROJECT CASE STUDY
Gameplay programming and enemy AI developed with Unreal Engine.
MY CONTRIBUTIONS
I worked on the enemy AI, animation and gameplay Blueprints for three demon types, shaping their movement, attacks and behaviour in combat.
A ranged enemy that spits larvae at the player. I worked on the behaviour and animation setup that support this attack.
The Colossus throws heads when the player is far away, pursues them at closer range and attacks with charging moves.
The Demon Bat moves around the player in an orbit and attacks with a swinging movement.
Across all three enemies, I worked with Animation Blueprints, Behaviour Trees and gameplay Blueprints to implement their behaviours and attacks.
TECHNICAL BREAKDOWN
A closer look at selected enemy AI and movement systems implemented in Unreal Engine.
A Behavior Tree organizes enemy decision-making, including player pursuit, target selection and charge attack behaviour.
Blueprint logic calculates an orbital offset using trigonometric functions, radius and height to determine the enemy's desired position.
The attack movement updates the swing trajectory over time, interpolating between positions to control the enemy's movement during the attack.
The enemy Blueprint brings together character components, detection logic and gameplay functionality.