
Allen Morin developed core AI enhancements for the Rabies project, focusing on integrating new AI enemy assets and behavior trees within the gregory-code/Rabies repository. Using C++ and Unreal Engine Blueprints, Allen implemented BP_Deadeye_AI and BP_LockHeed_AI enemy types, each with dedicated behavior trees to drive in-game decision-making. He also improved hit detection feedback by replacing line rendering with a debug cylinder in RCharacterBase.cpp, providing clearer visual cues to players. The work established a foundation for future AI features, demonstrating depth in AI programming and game development, though the scope was limited to feature delivery without bug fixes during the period.

Month: 2024-11. Focused on delivering core AI enhancements and stability improvements for the Rabies project. Key outcomes include integration of AI enemy assets and behavior trees, plus visual feedback improvements to hit detection for clearer player feedback. Lays groundwork for future AI features and iteration cycles.
Month: 2024-11. Focused on delivering core AI enhancements and stability improvements for the Rabies project. Key outcomes include integration of AI enemy assets and behavior trees, plus visual feedback improvements to hit detection for clearer player feedback. Lays groundwork for future AI features and iteration cycles.
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