
Cristian Stirbu developed advanced AI-driven enemy behaviors and asset management features for the evertandersson/DegreeProjectREAL repository over a two-month period. He engineered a self-contained Flying Enemy AI in Unreal Engine using C++ and Blueprints, centralizing movement, facing, and combat logic within the enemy class to streamline control and maintainability. Cristian enhanced gameplay by refining attack timing, damage application, and obstacle navigation, while also introducing a pickup spawner and reorganizing asset structures for better workflow. His work focused on integrating animation and asset updates to ensure visual consistency, demonstrating depth in AI programming, asset integration, and game development without introducing bugs.

May 2025 Monthly Summary for evertandersson/DegreeProjectREAL: Focused on advancing enemy AI, combat balance, and asset organization to improve player engagement and maintainability. Delivered three related feature sets: (1) Flying Enemy AI Balancing and Pathfinding – refined attack range, proximity-based decisions, and movement for more engaging combat; (2) Flying Enemy AI – Obstacle Navigation and Pickup Spawner – added ascending/diving navigation, introduced a new pickup spawner actor, and removed legacy damage logic to support new behavior; (3) Pickup Visuals and Asset Organization – added shield pickup visuals and reorganized asset structure under Pickups directory to improve asset management and visuals. These changes enable more dynamic combat scenarios, pave the way for additional AI behaviors, and streamline asset workflows.
May 2025 Monthly Summary for evertandersson/DegreeProjectREAL: Focused on advancing enemy AI, combat balance, and asset organization to improve player engagement and maintainability. Delivered three related feature sets: (1) Flying Enemy AI Balancing and Pathfinding – refined attack range, proximity-based decisions, and movement for more engaging combat; (2) Flying Enemy AI – Obstacle Navigation and Pickup Spawner – added ascending/diving navigation, introduced a new pickup spawner actor, and removed legacy damage logic to support new behavior; (3) Pickup Visuals and Asset Organization – added shield pickup visuals and reorganized asset structure under Pickups directory to improve asset management and visuals. These changes enable more dynamic combat scenarios, pave the way for additional AI behaviors, and streamline asset workflows.
April 2025 monthly summary for evertandersson/DegreeProjectREAL focusing on AI-driven enemy behavior enhancements and asset pipeline improvements. Implemented self-contained Flying Enemy AI with direct movement and facing toward the player, centralized AI control within the enemy class, and introduced robust death handling that disables movement when dead. Added combat mechanics including attack timing and damage application, with integration to attack animations. Performed binary asset updates for flying enemies and griffon to align visuals/models with new AI behavior, without changing code logic. These changes streamline AI behavior, improve gameplay challenge, and ensure assets remain in sync with updated enemy capabilities.
April 2025 monthly summary for evertandersson/DegreeProjectREAL focusing on AI-driven enemy behavior enhancements and asset pipeline improvements. Implemented self-contained Flying Enemy AI with direct movement and facing toward the player, centralized AI control within the enemy class, and introduced robust death handling that disables movement when dead. Added combat mechanics including attack timing and damage application, with integration to attack animations. Performed binary asset updates for flying enemies and griffon to align visuals/models with new AI behavior, without changing code logic. These changes streamline AI behavior, improve gameplay challenge, and ensure assets remain in sync with updated enemy capabilities.
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