
Over two months, Kyubum Kim developed a modular AI and boss combat framework for the NbcampUnreal/2nd-Team1-Final-Project repository, focusing on scalable enemy behavior and robust gameplay systems. He implemented AI controllers, behavior trees, and blackboard systems in Unreal Engine using C++ and Blueprint scripting, enabling dynamic pathfinding, sensing, and combat logic for both standard monsters and multi-pattern bosses. Kim unified AI actions through an integrated action system, introduced data-driven boss pattern selection, and enhanced ranged and melee combat with animation montages. His work included extensive codebase cleanup and bug fixes, resulting in a stable, extensible foundation for future game content.

June 2025 monthly report: Delivered substantial AI and boss-system enhancements for the NbcampUnreal/2nd-Team1-Final-Project, along with focused codebase hygiene improvements. Key outcomes include unifying AI actions via an Integrated AI Character Action System with Behavior Function and Montage handling, and completing a data-driven Boss Monster Pattern System that supports plant, spider, and other boss patterns with randomized execution. Implemented a Ranged Combat System prototype with new projectile support and corrected socket positions to ensure reliable ranged attacks. Enhanced AI behavior through improved vision, follow/spawn movement, and smoother lock-on, and added stun mechanics and animations to expand combat mechanics. Completed extensive cleanup and targeted bug fixes to improve stability and repo hygiene, enabling faster iteration and more predictable releases.
June 2025 monthly report: Delivered substantial AI and boss-system enhancements for the NbcampUnreal/2nd-Team1-Final-Project, along with focused codebase hygiene improvements. Key outcomes include unifying AI actions via an Integrated AI Character Action System with Behavior Function and Montage handling, and completing a data-driven Boss Monster Pattern System that supports plant, spider, and other boss patterns with randomized execution. Implemented a Ranged Combat System prototype with new projectile support and corrected socket positions to ensure reliable ranged attacks. Enhanced AI behavior through improved vision, follow/spawn movement, and smoother lock-on, and added stun mechanics and animations to expand combat mechanics. Completed extensive cleanup and targeted bug fixes to improve stability and repo hygiene, enabling faster iteration and more predictable releases.
May 2025 Monthly Summary – NbcampUnreal/2nd-Team1-Final-Project Key features delivered: - Monster AI System: AI Controller, BehaviorTree, BlackBoard and movement prototype enabling initial enemy behavior. - Navigation & AI Movement Infrastructure: integrated navigation system and dynamic pathfinding (including NavInvoker/NavLink enhancements and jump support). - AI Sensing & Targeting Enhancements: perception updates and target focusing improvements. - Patrol & Combat Behavior Prototypes and Enhancements: expanded patrol/attack behaviors and tuning via behavior tree prioritization. - AI Behavior Improvements: improved attack initiation, target turning, visibility handling, and handling of invalid/edge cases during combat. - Boss & Pattern Prototypes: Spider Queen Boss, BossPlant and Worm boss prototypes with initial pattern and movement designs; boss skill animations. - AI Character Death Handling Update: smooth death sequence with proper cleanup. - Collision Fix and Maintenance: fix collision issues; cleanup test levels and controller blueprints. Major bugs fixed: - Fixed invalid location handling during AI pathfinding to prevent exceptions. - Resolved gameplay collision issues ensuring reliable physics interactions. - Cleanup of test levels and pointers to stabilize the codebase. Overall impact and accomplishments: - Established a scalable, modular AI framework enabling rapid feature delivery for enemy behavior, sensing, movement, and boss patterns. - Improved gameplay feel and stability through robust pathfinding, collision handling, and death sequences. - Built a foundation for future content (Spider Queen, Plant Boss, Worm Boss) with reusable patterns and animations. Technologies/skills demonstrated: - Unreal Engine AI: Behavior Trees, BlackBoard, AI Controller, NavMesh/NavLink, NavInvoker - Sensing, targeting, and movement choreography - Pattern-based AI design for boss archetypes and animation integration - Version control discipline with clear, incremental commits
May 2025 Monthly Summary – NbcampUnreal/2nd-Team1-Final-Project Key features delivered: - Monster AI System: AI Controller, BehaviorTree, BlackBoard and movement prototype enabling initial enemy behavior. - Navigation & AI Movement Infrastructure: integrated navigation system and dynamic pathfinding (including NavInvoker/NavLink enhancements and jump support). - AI Sensing & Targeting Enhancements: perception updates and target focusing improvements. - Patrol & Combat Behavior Prototypes and Enhancements: expanded patrol/attack behaviors and tuning via behavior tree prioritization. - AI Behavior Improvements: improved attack initiation, target turning, visibility handling, and handling of invalid/edge cases during combat. - Boss & Pattern Prototypes: Spider Queen Boss, BossPlant and Worm boss prototypes with initial pattern and movement designs; boss skill animations. - AI Character Death Handling Update: smooth death sequence with proper cleanup. - Collision Fix and Maintenance: fix collision issues; cleanup test levels and controller blueprints. Major bugs fixed: - Fixed invalid location handling during AI pathfinding to prevent exceptions. - Resolved gameplay collision issues ensuring reliable physics interactions. - Cleanup of test levels and pointers to stabilize the codebase. Overall impact and accomplishments: - Established a scalable, modular AI framework enabling rapid feature delivery for enemy behavior, sensing, movement, and boss patterns. - Improved gameplay feel and stability through robust pathfinding, collision handling, and death sequences. - Built a foundation for future content (Spider Queen, Plant Boss, Worm Boss) with reusable patterns and animations. Technologies/skills demonstrated: - Unreal Engine AI: Behavior Trees, BlackBoard, AI Controller, NavMesh/NavLink, NavInvoker - Sensing, targeting, and movement choreography - Pattern-based AI design for boss archetypes and animation integration - Version control discipline with clear, incremental commits
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