
During three months, Jacob Bateman developed core gameplay and AI systems for the Unity-based repositories BBurtz/488Prototype1 and bboster/GeistHeist. He built foundational level layouts, integrated FMOD audio, and implemented key progression mechanics using C# and Unity scripting. Jacob engineered scalable guard AI with patrol, chase, and attack behaviors, leveraging behavior trees and state machines to enable dynamic encounters. He introduced a stimulus system with vision and sound detection, enhanced debugging with telemetry tools, and migrated AI data to ScriptableObjects for modularity. His work addressed build stability, scene management, and bug resolution, resulting in robust, maintainable code and reliable gameplay systems.

October 2025 performance highlights: Delivered foundational Stimulus System with looking-around behavior, vision breaks, and sound stimuli; added Vision Raycast for AI line-of-sight checks; introduced Visualizer Text for debugging/telemetry; added a global Speed variable to all behavior scripts to ensure consistent movement pacing; and enhanced Guard Perception with improved player visibility and wall-occlusion fixes. Maintained code health through mild script cleanup and merge-conflict resolution, and ensured scene stability with collision layer handling. Major bug fixes were addressed across core AI behavior, state transitions, and scene interactions, including cleanup of conflicting scripts and timing logic. Overall impact: more reliable NPC behavior, faster debugging cycles, and a more maintainable codebase, enabling smoother iteration and better player experience.
October 2025 performance highlights: Delivered foundational Stimulus System with looking-around behavior, vision breaks, and sound stimuli; added Vision Raycast for AI line-of-sight checks; introduced Visualizer Text for debugging/telemetry; added a global Speed variable to all behavior scripts to ensure consistent movement pacing; and enhanced Guard Perception with improved player visibility and wall-occlusion fixes. Maintained code health through mild script cleanup and merge-conflict resolution, and ensured scene stability with collision layer handling. Major bug fixes were addressed across core AI behavior, state transitions, and scene interactions, including cleanup of conflicting scripts and timing logic. Overall impact: more reliable NPC behavior, faster debugging cycles, and a more maintainable codebase, enabling smoother iteration and better player experience.
Month: 2025-09 — GeistHeist monthly summary. Focused on delivering core AI depth and interactive mechanics while stabilizing the build pipeline.
Month: 2025-09 — GeistHeist monthly summary. Focused on delivering core AI depth and interactive mechanics while stabilizing the build pipeline.
February 2025: Built the foundation for 488Prototype1 with a playable Level 1 baseline and platform readiness. Key features delivered include grayboxed level layout, platform 2/3 setup, Fmod audio integration, key/door progression, Level 1 functional behavior, and physics/testing scaffolds. Stabilized Level 1 with fixes and layout alignment, and built testing pipelines to accelerate iteration. This work delivers a QA-ready baseline for Level 1 playthrough and future feature expansion.
February 2025: Built the foundation for 488Prototype1 with a playable Level 1 baseline and platform readiness. Key features delivered include grayboxed level layout, platform 2/3 setup, Fmod audio integration, key/door progression, Level 1 functional behavior, and physics/testing scaffolds. Stabilized Level 1 with fixes and layout alignment, and built testing pipelines to accelerate iteration. This work delivers a QA-ready baseline for Level 1 playthrough and future feature expansion.
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