PEAK

Solo Developer - Personal project worked on from July 2018 until December 2019
Demonstrated skills: Unity, C#, AI programming (behavior trees)

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Appetent Synapse is a high-mobility FPS game drawing inspiration from the "push forward combat" of Doom(2016). Run and jump your way across a forgotten cyberpunk city, populated by dangerous robots trying to stop you from finding a way off the planet.


This game was my first major personal project. I got it to the point of being an early vertical slice of what I wanted in the game before I stopped working on it. One of the more notable features about this project is my custom built solution for an AI behavior tree in Unity. Behavior trees are a commonly used data structure for AI decision making, having been used in many well-known games. Unreal Engine even comes with its own behavior tree system for AI.
My solution for Unity has a good number of features, with a graph editor for creating and modifying trees on the fly. For specific node types, it features root nodes, sequence nodes (executing node branches in sequence), selector nodes(executing node branches based on logic operations), and leaf nodes(executing an AI behavior). There is also support for blackboards, for storing and retrieving misc data about an AI. I developed these systems and tools for the game so that eventually I could make a wide array of diverse enemy types for Appetent Synapse in relatively little time.