AI Design
This is a Collection of my best work in AI, Links to more details about each project are located at the top of each section!
I was the Principal AI designer and programmer on Beneath the Badlands. My duties were to design each enemy and ensure it fit a combat niche that was both unique and balanced. Some of my best (and favorite) work was on the Bosses! I'm also extremely proud of my beefy Design Document that provided a go to resource for all of my implementations!
Spite was a Solo Project in which I taught myself All about Enemy and Boss design. I'm incredibly proud with how the fight itself turned out and what I was able to accomplish in 10 weeks with no prior knowledge of tons of AI systems. Additionally, I did a ton of research to make my fight the best it can be which I was able to present at SCAD's chapter of GDN, that Research can be found Here.
In the process of Developing SPITE, and for another class. I decided to do a deep dive onto good boss design. If you click above it will take you to a more detailed description of what I was able to find and collate. Included below is the PowerPoint I presented to the SCAD chapter of GDN to over 20 people! it contains a brief description of my findings, as well as gives plenty of examples, both good and bad, that exemplify the associated principle.Â