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The Children Are Sleeping

UE5 first-person horror puzzle with weighted patrol AI.

What is this game?

A first-person horror puzzle game built with Unreal Engine 5. As tech lead and AI/gameplay programmer, I designed the monster behavior system, replaced random patrols with weighted loops to stabilize encounters, and coordinated a 4-person engineering team in a 13-person production.

Team Info

  • Role: Tech Lead & AI/Gameplay Programmer
  • Team: Tech 4 / Art 5 / Design 4 — 13 total
  • Engine/Tools: Unreal Engine 5, Behavior Trees, Perforce

Contributions

  • Tech lead and AI/gameplay programmer on a 13-person Unreal Engine 5 horror puzzle project.
  • Designed a four-phase monster AI (Patrol → Chase → Prediction → Capture) in Behavior Trees; the Prediction phase continues pursuit along last-known direction after line-of-sight is broken.
  • Replaced naive random navmesh patrols with a weighted patrol system; on one of our main levels this brought first-encounter timing into a 12–48 second window (previously 30–100 seconds+) and stabilized encounters at around 2 per 3–5 minute run.
  • Exposed Behavior Tree parameters (FOV, wait times, loop weights) so designers could tune pacing directly without code changes.

Challenges & Solutions

  • Random patrols produced unfairly long droughts or back-to-back encounters; the weighted loop system redistributed probability at shared nodes to get more predictable encounter pacing.
  • Early prototypes dropped chase immediately when vision broke; the Prediction phase preserves tension by continuing pursuit along the last known direction for a short window.
  • Designers needed to own pacing and tension without relying on programmers, so we surfaced key knobs directly in Behavior Tree services and blackboard values.

Gallery

Contact

Feel free to reach out.