
Over three months, contributed to the Artyu24/UdeM1_Ubisoft repository by building modular AI systems, camera controls, and environment-aware gameplay features using Unity and C#. Developed foundational camera dynamics with Cinemachine and editor tooling to accelerate iteration, then expanded the AI system to support perception, behavior, and player interaction through refactored line-of-sight and SOLID principles. Enhanced gameplay by introducing multiple AI behaviors such as chase, runaway, and wander, along with prefab-based environmental interactions like slipping and falling. Focused on maintainable, component-driven architecture, robust physics, and scene management, enabling rapid prototyping, richer play experiences, and scalable support for diverse NPC types.
Month: 2025-04 Concise monthly summary focused on feature delivery, engineering improvements, and business impact for Artyu24/UdeM1_Ubisoft. Key features delivered and improvements: - AI Entities and Navigation Core: Introduced CHASE, RUNAWAY, and WANDER AI behaviors, a Sign prefab, and a refactor of AI scripting (AICleaner and AIScript) to support multiple NPC types and behaviors. Navmesh settings and AITest.unity scene adjusted to enable and test the new AI entities. - AI Cleaner Mechanics and Environmental Interactions: Added AI Cleaner prefab family (AI Cleaner, CleanerRoom, FullSetCleaner) with slip mechanics for AI agents, including falling and sliding behaviors to improve AI interaction with the environment. Impact and accomplishments: - Enhanced NPC capabilities and modular AI design to support diverse agent behaviors and easier future expansions, accelerating gameplay tuning and content creation. - Improved environment-aware AI interactions, enabling more realistic movement and resilience in complex scenes. - Clear traceability of work with explicit commits mapped to features and refinements. Technologies and skills demonstrated: - Unity AI scripting, navmesh configuration, scene setup (AINav, AITest.unity) - Component-based prefab architecture (AI Cleaner family, Sign prefab) - Refactoring for multi-NPC support (AICleaner, AIScript) - Environment interaction design (slip, fall, slide mechanics) Top achievements (selected): - AI Entities and Navigation Core implemented and wired into testing scene. - AI Cleaner mechanics added for richer environmental interaction. - Build/refactor readiness for future NPC variations and behaviors.
Month: 2025-04 Concise monthly summary focused on feature delivery, engineering improvements, and business impact for Artyu24/UdeM1_Ubisoft. Key features delivered and improvements: - AI Entities and Navigation Core: Introduced CHASE, RUNAWAY, and WANDER AI behaviors, a Sign prefab, and a refactor of AI scripting (AICleaner and AIScript) to support multiple NPC types and behaviors. Navmesh settings and AITest.unity scene adjusted to enable and test the new AI entities. - AI Cleaner Mechanics and Environmental Interactions: Added AI Cleaner prefab family (AI Cleaner, CleanerRoom, FullSetCleaner) with slip mechanics for AI agents, including falling and sliding behaviors to improve AI interaction with the environment. Impact and accomplishments: - Enhanced NPC capabilities and modular AI design to support diverse agent behaviors and easier future expansions, accelerating gameplay tuning and content creation. - Improved environment-aware AI interactions, enabling more realistic movement and resilience in complex scenes. - Clear traceability of work with explicit commits mapped to features and refinements. Technologies and skills demonstrated: - Unity AI scripting, navmesh configuration, scene setup (AINav, AITest.unity) - Component-based prefab architecture (AI Cleaner family, Sign prefab) - Refactoring for multi-NPC support (AICleaner, AIScript) - Environment interaction design (slip, fall, slide mechanics) Top achievements (selected): - AI Entities and Navigation Core implemented and wired into testing scene. - AI Cleaner mechanics added for richer environmental interaction. - Build/refactor readiness for future NPC variations and behaviors.
March 2025 monthly performance for Artyu24/UdeM1_Ubisoft focused on delivering a robust AI-driven gameplay prototype, a reliable demo scene, and ensuring physics reliability for prototyping. Key outcomes include a consolidated AI system capable of perception, behavior, and player interaction with LOS refactor and SOLID improvements; a ready-to-use demo scene camera and input pipeline using Cinemachine; and physics robustness through prefab collider cleanup. These changes enable richer play experiences, faster prototyping, and a stable testbed for evaluating AI behaviors while reducing debugging time across iterations.
March 2025 monthly performance for Artyu24/UdeM1_Ubisoft focused on delivering a robust AI-driven gameplay prototype, a reliable demo scene, and ensuring physics reliability for prototyping. Key outcomes include a consolidated AI system capable of perception, behavior, and player interaction with LOS refactor and SOLID improvements; a ready-to-use demo scene camera and input pipeline using Cinemachine; and physics robustness through prefab collider cleanup. These changes enable richer play experiences, faster prototyping, and a stable testbed for evaluating AI behaviors while reducing debugging time across iterations.
February 2025 monthly summary for Artyu24/UdeM1_Ubisoft. Focused on delivering foundational camera dynamics and AI-driven scene integration to enable richer gameplay experiences and faster iteration cycles. Delivered camera system groundwork with basic scene setup, multi-target follow scaffolding, and editor tooling to support rapid experimentation. Initiated AI system integration with base NavMeshAgent behavior, scene integration, and initial raycast-based interest point detection, establishing AI and map layers for future behavior. No formal bug fixes logged this month; emphasis was on stabilization, tooling, and foundation work to support upcoming milestones.
February 2025 monthly summary for Artyu24/UdeM1_Ubisoft. Focused on delivering foundational camera dynamics and AI-driven scene integration to enable richer gameplay experiences and faster iteration cycles. Delivered camera system groundwork with basic scene setup, multi-target follow scaffolding, and editor tooling to support rapid experimentation. Initiated AI system integration with base NavMeshAgent behavior, scene integration, and initial raycast-based interest point detection, establishing AI and map layers for future behavior. No formal bug fixes logged this month; emphasis was on stabilization, tooling, and foundation work to support upcoming milestones.

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