Shantanu Pandey
  • Projects
    • Hard Light Vector
    • Memory Manager
    • Samurai Crusader
    • Dyslexia VR
    • Geriatric Depression Suite
  • Prototypes
    • Game Mechanics
    • Diana's Inferno
    • MakeUp & BreakUp
    • 10Pest
    • Ninja Pinball
  • Blogs
    • Sic Parvis Magna
    • Game Engineering - Week 1
    • Game Engineering - Week 2
    • Game Engineering - Week 3
    • Game Engineering - Week 4
    • Game Engineering - Week 5
    • Game Engineering - Week 6
    • Game Engineering - Week 7
    • Game Engineering - Week 8
    • Game Engineering - Week 9
    • Engine Feature - Audio Subsystem
    • Final Project - GameEngineering III
    • AI Movement Algorithms
    • Pathfinding Algortihms
    • Decision Makiing
  • About

Samurai Crusader.

Title: Samurai Crusader
Team: Orochi Studios 
             - Corbin White - Producer
             - Sam Mittelhaeuser - Producer
             - Chris Daugherty - Technical Artist
             - Coleman Brcko - Technical Artist
             - Angie Wang - Artist
             - Tony Tong - Artist
             - Olivia Jenkins - Artist
             - Sai Upadhyayula - Engineer (UI/Gameplay)
             - Shantanu Pandey - Engineer (AI/Gameplay)
Development Time: 4 months 
Development Environment: Unreal Engine 4.18

To summarize, I worked on the following components of the game:
  1. Enemy AI - follow and kiting behavior.
  2. Weapon Tree UI Engineering and widgets.
  3. Enemy animation state machines.
  4. Enemy wave system and spawn points.
  5. Game end condition, game stats calculations.

My main responsibility for this project was that of AI. From designing the AI to implementing it, I was involved throughout the process. Majorly, the game had two kinds of AI; follow and kiting. Fodder enemy was given the follow behavior while a sort of mini-boss enemy had the kiting behavior. The follow behavior was implemented in complete C++ whereas I used the Unreal's behavior tree and blueprint for the kiting behavior. 

Apart from the AI, I was involved in various gameplay features of the game. Gameplay was partly engineered in C++ and part using blueprints. The game loop was created using C++ (start scene load, enemy spawning, and round complete and stats calculations). Spawn points were created in C++ where designers can specify the amount and type of enemies to spawn, the time interval between various enemies and enemies progression with the level. ​


Published on Google Play.

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Resume
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Visit Hard Light Vector
shantanu.067@gmail.com
​shantanu.pandey@utah.edu
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  • Projects
    • Hard Light Vector
    • Memory Manager
    • Samurai Crusader
    • Dyslexia VR
    • Geriatric Depression Suite
  • Prototypes
    • Game Mechanics
    • Diana's Inferno
    • MakeUp & BreakUp
    • 10Pest
    • Ninja Pinball
  • Blogs
    • Sic Parvis Magna
    • Game Engineering - Week 1
    • Game Engineering - Week 2
    • Game Engineering - Week 3
    • Game Engineering - Week 4
    • Game Engineering - Week 5
    • Game Engineering - Week 6
    • Game Engineering - Week 7
    • Game Engineering - Week 8
    • Game Engineering - Week 9
    • Engine Feature - Audio Subsystem
    • Final Project - GameEngineering III
    • AI Movement Algorithms
    • Pathfinding Algortihms
    • Decision Makiing
  • About