MY WORK
Enemy behavior and combat tuning
I worked within the existing architecture using GAS, Behavior Trees, EQS, and Animation Blueprints. These test-arena recordings show examples of enemy behavior and combat interactions I contributed to.
Close combat
I worked on enemy behavior in close combat, connecting AI logic with movement and attack animations. Arena tests helped check how an enemy approaches the player and responds as the distance changes.
Ranged attacks
I worked on ranged enemy behavior, testing how firing intervals and distance leave the player time to move and dodge.
Animation and attack timing
My work included connecting combat logic to animations and tuning attack timing. I tested the sequence from preparation to impact and recovery in play, paying attention to whether the player could read the action and respond.
Group encounters
I tested enemies individually and in groups, checking how attacks overlap, how much time the player has to react, and how movement changes the pace of a fight.
Coordinated attacks
Whisper is one of the enemies I contributed to. In its second phase, it splits into two characters. I worked on the timing and coordination of their attacks.
AI debugging
I built AI visualization and debugging tools. The test arena let me repeat encounters and check behavior changes alongside the project’s other systems.
















