
Worked on the GDD-Minor-GTV3A/The-Herd repository to deliver foundational AI systems and improve project maintainability over a two-month period. Developed an enemy AI system featuring Idle and Teleporting states, a field of view framework for sheep, and a sanity drain mechanic, using C# and Unity Engine. Introduced node-based movement scripts to enable more realistic navigation and established testing scaffolds for QA validation. Enhanced the project’s structure by reorganizing assets, updating input paths, and adding comprehensive AI documentation. Integrated audio feedback for monster actions and sanity effects, streamlining onboarding and supporting future development with clear documentation and modular components.
October 2025 monthly summary for GDD-Minor-GTV3A/The-Herd. Delivered core maintainability improvements and player-experience enhancements with clear AI documentation to support faster onboarding and iteration. Business value focus: streamlined asset management, reliable input paths, and richer feedback through audio cues.
October 2025 monthly summary for GDD-Minor-GTV3A/The-Herd. Delivered core maintainability improvements and player-experience enhancements with clear AI documentation to support faster onboarding and iteration. Business value focus: streamlined asset management, reliable input paths, and richer feedback through audio cues.
September 2025 monthly summary focusing on delivering a foundational AI feature set for The Herd and establishing testing scaffolds. Key features delivered include an Enemy AI system for Enemy 1 with Idle and Teleporting states, a basic Field of View (FOV) framework for sheep, a testing-facing player detection placeholder, and a sanity drain mechanic. A movement node script was added to support AI navigation, enabling more realistic enemy behavior. The work is captured in commit 44d260dd3e7964a07517b2c0e75aa3ad1fe048b9 (AI enemy 1 Finished + some sheep stuff). Major bugs fixed: none explicitly documented this month; the focus was on feature development and stabilizing AI scaffolding for QA. Overall impact and accomplishments: established a scalable AI foundation for enemy behavior, improved testability of player-enemy interactions, and accelerated future content by providing modular components (state-machine based AI, node-script movement, and test hooks). Technologies/skills demonstrated: AI/state-machine behavior, C#/Unity scripting, node-based movement design, basic FOV testing scaffolds, test-driven development discipline and version control."
September 2025 monthly summary focusing on delivering a foundational AI feature set for The Herd and establishing testing scaffolds. Key features delivered include an Enemy AI system for Enemy 1 with Idle and Teleporting states, a basic Field of View (FOV) framework for sheep, a testing-facing player detection placeholder, and a sanity drain mechanic. A movement node script was added to support AI navigation, enabling more realistic enemy behavior. The work is captured in commit 44d260dd3e7964a07517b2c0e75aa3ad1fe048b9 (AI enemy 1 Finished + some sheep stuff). Major bugs fixed: none explicitly documented this month; the focus was on feature development and stabilizing AI scaffolding for QA. Overall impact and accomplishments: established a scalable AI foundation for enemy behavior, improved testability of player-enemy interactions, and accelerated future content by providing modular components (state-machine based AI, node-script movement, and test hooks). Technologies/skills demonstrated: AI/state-machine behavior, C#/Unity scripting, node-based movement design, basic FOV testing scaffolds, test-driven development discipline and version control."

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