
Teodor Simov developed foundational AI systems and enhanced project maintainability for the GDD-Minor-GTV3A/The-Herd repository over a two-month period. He implemented an enemy AI with Idle and Teleporting states, a field of view framework for sheep, and a sanity drain mechanic, using C# and Unity’s state-machine architecture to enable modular, testable behaviors. Teodor also introduced node-based movement scripts to support realistic navigation and established testing scaffolds for QA validation. In addition, he reorganized project assets, improved documentation for faster onboarding, and integrated audio feedback using Unity’s audio system, resulting in a more maintainable codebase and richer player experience.

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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