top of page
XlSbpZ.png
DGAStudentLogo.png

Sounds of Shadows

Sounds of Shadows - You are B4-BY, a sightless maintenance robot in an underground science facility. While you were powered down, calamity struck the facility's populace. For most of the scientists, it is too late.... But one of them has survived, and it is your task to find and save her.

However, something roams the dark and quiet corridors of the facility.

You are not alone.

The game was developed in Unreal Engine 5 by a team of students, including myself over 2 months. 

  • Role: AI Programmer / Lead Programmer

  • Responsabilities:​

    • Enemy AI

    • Save System

    • CI / CD

  • Project Information:

    • Team size:​ 23

    • Duration: 2 months

  • Tools/Language:

    • Unreal Engine 5​

    • C++

Final Result

  • The game is an "echolocation"-based stealth where the player has to avoid the enemy at all costs. The enemy is reactive to every action taken by the player, so they have to be careful what sounds they make and be aware of the enemy.​

  • I am proud of what my team achieved in just two months. We were very grateful to even be nominated for the Best Student Game at The Dutch Game Awards. ​

  • The game can be downloaded here

PatrolPassive1.gif

Creating "random" movement

  • Developed dynamic, lifelike AI using Behavior Trees in Unreal Engine.

  • Created a system inspired by Alien: Isolation, featuring random but human-like movement decisions.

  • Implemented door-scanning logic that combines randomness with memory of recently visited rooms.

  • Built an Objective System to align AI actions with key gameplay elements.

  • Used patrol points for navigation inside rooms in early levels, with dynamic inter-room movement.

Creating a different AI for level 3

  • The Environment Query System (EQS) is a data-driven tool in Unreal Engine for determining optimal AI movement points.

  • Restricting the enemy to a single room enabled focused testing of the EQS. Narrowing the scope reduced development time while enhancing the enemy’s behavior.

  • There were points of interest around the room the enemy would choose from when moving by using the EQS to check which ones were close and haven't been visited in a while

EQSLvl3-ezgif.com-crop.gif
PXL_20240528_073517337.MP.jpg

Team Management

  • Led a four person programming team within a larger group of 23.

  • Worked closely with the producer and other leads, keeping tasks organized and communication flowing.

  • Helped bridge gaps between design, art, and technical teams, particularly on the echolocation shader.

  • Enjoyed the small-scale leadership experience, but I'm not sure how it would translate to a larger setting.

CI /CD

  • Managed the CI/CD pipeline with Jenkins, initially sharing builds only via Google Drive.

  • Later hosted private development and release builds on Itch for better accessibility.

  • Implemented an automated step to build FMOD banks as part of the Jenkins pipeline.

Screenshot 2024-11-05 142300.png
bottom of page