This project marked my first large-scale implementation of boss AI systems in Unreal Engine. Due to the one-month jam timeline and team constraints, I opted to implement the full AI logic using Blueprints, prioritizing iteration speed, debuggability, and rapid playtesting.
- Owned boss AI design and implementation for all encounters
- Built custom state-driven behavior systems in Unreal Blueprints
- Designed math-driven projectile patterns using parametric equations
- Collaborated with artists and designers to tune combat feel
Challenges and Takeaways
I structured the boss behaviors using a manually implemented state-machine approach built with Gates, Branches, and Sequences in Blueprints. While effective, I later identified that Unreal has native State Trees and Behavior Trees that would have provided a more modular and scalable solution.
This experience gave me a strong appreciation for selecting the right abstraction level early in development and reinforced the importance of understanding engine-provided systems when building complex AI logic under production constraints.
My Role and a Feature Highlight
As the lead gameplay programmer, I designed and implemented behavior systems for all three bosses in Clocktergeist. Each boss introduced unique mechanics, patterns, and environmental challenges to push the player's movement, positioning, and reaction timing.
One of the most challenging mechanics that I encountered involved a set of projectiles rotating around a boss. Each projectile existed as an independent actor, which meant they could not be rotated together around a shared axis using standard rotation logic.
To achieve the rotating orb pattern, I implemented a custom solution using parametric equations:
(u + r * cos(t), v + r * sin(t))
I used Desmos to visualize the function and then translated the behavior into Unreal's Blueprint system using Math nodes. This approach provided precise control over projectile positioning, allowed easy tuning of speed and radius, and resulted in a visually striking and mechanically readable boss mechanic.