Vayuputra Hanuman - Gameplay AI
Combat AI, behaviour trees, and enemy decision-making for a story-rich action-adventure title.
Why it mattersProduction gameplay-AI work - behaviour trees, perception, reactive combat loops - on a shipping Unreal 5 title at O-Sen Studios.
What it does
Gameplay AI for Vayuputra Hanuman, an action-adventure title from O-Sen Studios. My contribution focuses on behaviour trees, perception systems, and reactive combat AI - the decision-making that makes an encounter feel alive instead of scripted.
Where it applies
- Production game-AI work on a shipping Unreal Engine 5 title.
- Transferable patterns for any simulation that needs agents to perceive, plan, and react in real time with tight performance budgets.
How it works (high level)
Behaviour trees structure enemy decision logic. Perception systems feed them noisy, partial world information - because NPCs shouldn't have omniscient awareness. Combat loops balance aggression and hesitation to produce reads-as-human pacing.
Stack
Unreal Engine 5 · C++ · behaviour trees · perception systems.