Corrupted Blood
Development Info
Genre: First-Person Stealth Action Adventure
Development time: 4 months
Game Engine: Unreal Engine 4.26​
Platform: PC
Team size: 5
Responsibilities
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Design and developed enemy AI
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Designed various other mechanics
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Sound and visual effects for
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Playtested many features and levels
Creative Vision
Corrupted Blood was heavily inspired by the game Dishonored during its initial conception and for most of its production. Later on, the team decided to stray away from Dishonored, but many of our mechanics, levels, and enemies are influenced by Dishonored.
Gameplay Trailer
Project Milestones
Milestone 1
This is a video of my milestone one review for the Game Design Preproduction class. This class marked the beginning of Capstone, where students had to form teams and create a game. My group decided to reference our game from Dishonored. For this milestone, I was tasked with designing a basic AI that would patrol an area, investigate noises it heard, and attack the player if the AI saw them.
Milestone 2
This is a video of my milestone two review for the Game Design Preproduction class. For this milestone, I was tasked with creating an air takedown that the player could use on enemies and an electric fence that would kill the player if they walked into it, let enemies pass through, and could be hacked or deactivated.
Milestone 3
This is a video of my milestone three review. For this milestone, I was tasked with creating a tutorial level and making a player ability called mesmerized that would mesmerize enemies.
Milestone 4
This is a video of my milestone four review (6:17 - 17.08). For this milestone, I was tasked with creating a prison island level and making a Teleporter enemy that would teleport around the player.
Milestone 5
This is a video of my milestone five review. I was tasked with bug fixing and improving the basic enemy AI for this milestone. Some of these improvements included having the AI alert enemies of the player's presence if they spot the player or having the AI make a ranged attack if they are far away from the player.
Milestone 6
This is a video of my milestone six review. For this milestone, I was tasked with adding visual and audio feedback for the enemy AI and making it so that the player could assassinate NPCs.
Final Milestone
This was the final milestone for Corrupted Blood. For this milestone, I mainly focused on user feedback and bug fixing, which I will discuss in the video. My section of the video starts at 1:04:48
AI Code Breakdown
Basic Enemy Character Breakdown
Enemy Controller Breakdown
Enemy Behavior Tree & Attack Breakdown
Enemy Patrol Path Breakdown
Enemy Health and Death Breakdown
Teleporter Enemy Breakdown
Other Features Breakdown
Electric Fence and Canister Breakdown
Alarm Breakdown
Postmortem
Corrupted Blood was a fun project to work on and a valuable learning experience. As the AI designer I felt that almost everything went well on my end. The main challenge for me during this project was updating and tweaking the enemy AI as the game became more complex and neared completion. Corrupted Blood helped to narrow down what I wanted to focus on as a game designer and gave me experience with proper game design documentation and working with other disciplines. The only problem with the project was that I did not get all the art assets I commissioned for the AI.

