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Mass NPC Crowd & AI Behaviour System

I architected and developed a modular, scalable NPC framework in Unreal Engine 5 designed specifically for large-scale battle simulations. The goal was to create a system capable of supporting large numbers of simultaneously simulated characters while still providing the flexibility required to build varied combat scenarios and AI behaviours.
 

The framework included configurable attack, health and damage systems, allowing different characters and gameplay scenarios to share the same underlying systems while behaving differently through configuration. I also developed advanced NPC behaviours using State Trees and Behavior Trees, providing characters with structured decision-making and the ability to respond to changing gameplay conditions.
 

A major consideration throughout development was scalability. With potentially very large numbers of characters active simultaneously, the systems needed to minimize unnecessary processing while remaining flexible enough to support complex gameplay. I therefore focused on creating reusable systems rather than building individual behaviours as isolated implementations.
 

The result was a flexible foundation for large-scale character simulation that could be expanded with additional behaviours, combat mechanics and character types without requiring the underlying framework to be rebuilt.

Technologies: Unreal Engine 5, Blueprints, State Trees, Behavior Trees, AI, NPC systems, gameplay frameworks, large-scale simulation, performance optimization.

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