Custom Reusable AI NPC Behaviour System
I designed and developed a reusable AI NPC behaviour framework in Unreal Engine, primarily using Blueprint Visual Scripting. Rather than implementing each NPC's behaviour as a collection of independent systems, I built a structured framework that could be reused and adapted across different characters and gameplay scenarios.
The system provides the underlying logic for selecting, transitioning between and executing different behaviours based on gameplay conditions. This allows an NPC to react to changes in its current state or environment and transition between behaviours as the situation changes.
A key goal was to keep the framework modular and configurable. New behaviours could be introduced and existing behaviours could be adjusted without fundamentally changing the core architecture. This made the system useful for both rapid gameplay prototyping and more developed implementations.
I was responsible for the architecture and implementation of the framework, including the behaviour logic, state transitions and supporting gameplay systems. The project demonstrates my approach to AI development: building reusable systems that give designers flexibility while keeping the underlying technical implementation organized and maintainable.
Technologies: Unreal Engine 5, Blueprints, AI, NPC behaviour, State Trees, Behavior Trees, gameplay systems, reusable frameworks.
