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Squad AI

The Squad AI project is by far one of my favourites that I completed whilst at UWE. 

For this project I was tasked with the creation of an AI that controlled a squad of "guys" which would respond to both commands given by the player and situational occurrences.

The primary commands which I put the player in charge of were the movement of the squad and the formation the squad took. Controlling formation allows for the player to set up for a variety of situations such as holding a choke point, covering a wide area and more. This allowed the play to think strategically but not have to fuss about individual unit placement.

In terms of situational reaction, the squad is able to determine which appropriate action to take at any one time - including:

  • ​Attacking the closest enemy.

  • Moving around obstacles.

  • Healing itself when idle for a certain period of time.

  • Arranging into the desired formation automatically.

The "hands-off" nature of the project in terms of player interaction was one of the limitations placed on the project. Our tutor wished to see a squad that was primarily controlled via implemented behaviours rather than player control (selecting targets, manually attacking etc). 

Overall, the project went extremely well on my end. My tutor was happy throughout the progress sessions, giving appropriate feedback that I was happy to address as it helped to improve the project tenfold. 

Tools used: Unity, C#, GitKraken, Aseprite, Trello, OBS Studio

Week 1 of progress

Week 2 of progress

Week 3 of progress

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