PROJECT CASE STUDY

Archangel: Demon Rush

Gameplay programming and enemy AI developed with Unreal Engine.

MY CONTRIBUTIONS

Enemy AI & Behaviour

I worked on the enemy AI, animation and gameplay Blueprints for three demon types, shaping their movement, attacks and behaviour in combat.

Larvae Demon

A ranged enemy that spits larvae at the player. I worked on the behaviour and animation setup that support this attack.

Colossus Demon

The Colossus throws heads when the player is far away, pursues them at closer range and attacks with charging moves.

Demon Bat

The Demon Bat moves around the player in an orbit and attacks with a swinging movement.

Animation & Blueprint Implementation

Across all three enemies, I worked with Animation Blueprints, Behaviour Trees and gameplay Blueprints to implement their behaviours and attacks.

TECHNICAL BREAKDOWN

Enemy AI & Gameplay Systems

A closer look at selected enemy AI and movement systems implemented in Unreal Engine.

Colossus enemy AI Behavior Tree in Unreal Engine

Colossus AI — Behavior Tree

A Behavior Tree organizes enemy decision-making, including player pursuit, target selection and charge attack behaviour.

Blueprint graph calculating Demon Bat orbital movement

Demon Bat — Orbital Movement

Blueprint logic calculates an orbital offset using trigonometric functions, radius and height to determine the enemy's desired position.

Blueprint graph updating the Demon Bat swing attack

Demon Bat — Swing Attack

The attack movement updates the swing trajectory over time, interpolating between positions to control the enemy's movement during the attack.

Enemy character Blueprint and components in Unreal Engine

Enemy Implementation

The enemy Blueprint brings together character components, detection logic and gameplay functionality.

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