
Alexandre Coppens developed core AI and gameplay systems for the WS_Chair repository, focusing on scalable architecture and robust enemy behavior. He refactored the project hierarchy to centralize templates, streamlining asset management and reducing duplication. Using Unreal Engine Blueprints and Behavior Trees, Alexandre implemented features such as Parent Interaction, AI patrols, and Navmesh-based movement with SubLevel support. He enhanced enemy perception and behavior, including vision systems and door interactions, while integrating new data assets and UI feedback elements. His work stabilized the build pipeline and improved visual fidelity, enabling faster iteration and more believable AI within a well-organized project structure.

October 2025: Focused on establishing a scalable architecture for WS_Chair and delivering core AI features. Key achievements include refactoring project hierarchy and centralizing templates; implementing Parent Interaction and Patrol systems; advancing Navmesh-based movement with SubLevel support; adding Enemy Vision/Perception and a core Enemy Behavior system; introducing data assets and visuals (Enemy DataAsset, Grid Material, UI outlines); and stabilizing the build pipeline. These efforts delivered tangible business value: faster feature iteration, more believable AI behavior, improved visual fidelity, and a reliable deployment process.
October 2025: Focused on establishing a scalable architecture for WS_Chair and delivering core AI features. Key achievements include refactoring project hierarchy and centralizing templates; implementing Parent Interaction and Patrol systems; advancing Navmesh-based movement with SubLevel support; adding Enemy Vision/Perception and a core Enemy Behavior system; introducing data assets and visuals (Enemy DataAsset, Grid Material, UI outlines); and stabilizing the build pipeline. These efforts delivered tangible business value: faster feature iteration, more believable AI behavior, improved visual fidelity, and a reliable deployment process.
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