Kieran Cooksley
Kieran Cooksley
Technical Designer


Role
AI Technical Designer
20 Person Team
Made With
Unreal Engine 5
Blueprints
Timespan
6 weeks
2 Jan - 10 Feb '23
WINNER of 'Best Pick-Up & Play Experience' and 'Game of the Year' at the Staffordshire University 2023 Collaborative Game Awards


A single-player, wave based Horde Shooter where the player must fend off against increasingly difficult waves of enemies by purchasing weapons, collecting power-ups, and unlocking new rooms.
Project Goals
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Work collaboratively to develop a vertical slice of a game in a full-time, 6 week timeframe.
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Implement core elements of the Horde Shooter genre into a compact, fun, and intuitive gameplay experience.
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Create a compact, intuitive, and replayable single-player gameplay experience


Key Responsibilities
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Implementation of enemy system architecture, allowing for efficient expansion & modification of enemy data & behaviour.
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Collaboration with the design team to ensure accurate implementation of AI behaviour
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Identify, log, and bug fix issues related to enemy pathfinding & behaviour.
Tools Used
Unreal Engine 5​
The primary engine used for development
JIRA
Task Tracking & Management
Microsoft Office
Documentation
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Inspirations
Call of Duty: Zombies

Left 4 Dead

Warhammer 40k: Darktide

TABS

Gangbeasts

Gameplay
Visual & Game Feel
Documentation
Inheritance Diagram
The inheritance diagram depicts the layers of inheritance used to create the enemy AI. It is visualised what enemies fully inherit from the base class, and which enemies have either partial or no inheritance due to vastly differential behaviour & properties.

Breakdown Diagrams
Each enemy has a couple of breakdown diagrams, to visualise and present the construction and inner workings of the class including its Event Graph, Animation Blueprint, & AI Behaviour Tree.












Development Shots
Development shots showing the project in various states from early rapid prototyping to final development & polish.
Week 1
Setup of the base enemy class and basic AI navigation & pathfinding.

Week 2
Child classes were created with additional, unique behaviour.


Week 3
Animations were implemented with placeholder Skeletal Meshes for all enemy types



Week 4/5
Skeletal Meshes were implemented and animation blueprints were refined & polished



Week 5/6

Final polish, testing AI behaviour in the final meshed environment