Animal Behaviourism Regarding Hunting Patterns

Role: Programmer and Designer
Tech: C++, Unreal, GitHub
Solo Project

The Animal Behaviourism is a Animal Hunting Simulator where players control a rabit to avoid the fox to survive the outdoor woodlands.

As a Developer for the Simulation, I was responsible for designing a simulator to depict realistic animal behaviour patterns through use of EQS Query and a Behaviour Tree. Developed in C++ and Unreal, my responsibility was to co-ordinate with my project supervisor arranging regular meetings to review progress using Agile Methodlogy Scrum, Sprint and Agile.

During development, I was responsible for arranging my own research and tasks to meet the project scope. To ensure delivery of the first implementation, the project would mainly depend on Unreal Blueprints so that more complex logic involving Boids could later be implemented - this allowed me to focus on the stability of the game first rather than delivering a fully realised product.

The first implementation of the game consists of a rabbit and fox in a woodland environment: in which, the fox hunts the rabbit using line of sight this makes use of a Grid Generator to cast potential destination points onto the NavMesh Boundaries in the level. This also makes use of a health system which can be seen in-game.
Animal Behaviour