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PROJECT AIDA
 

Project Aida

Game Inspiration: Metal Gear, Solid and Half Life.
Level Duration: 20-30 minutes.

Learning Objective:
This was my Final Major Project at University, and I created this in Unity. This was a team project,
and I was very proud with how we all worked.
I wanted to push my abilities and as a team we wanted to make a game that was different compared
to what everyone else was making. We pushed our abilities in learning, our understanding of AI and
how it is implemented in the game, as well as shooter mechanics and how we can interlink this to AI.
We implemented different types of gameplay features such as stealth, mechanics, shooting
mechanics and AI. We wanted to create something whereby the enemies of the game can be shot at
and interacted with alongside the general navigation to find and destroy the main character played
by the player.

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Narrative:
Three years after the events of his daughter’s death, Ethan Williams leaves his job as a police
detective and continues to be haunted by his experience of his daughter’s death, Aida and the
disappearance of his wife Myra. Ethan lost his daughter in a house fire and gets flashbacks of this.
Ethan is drinking in the bar when he is approached by former partner Jenny, now FBI agent. Jenny
reveals to Ethan weird documents highlighting that the crime scene was covered up and involved an
unknown third party. Why was this organization involved and why was the crime scene covered up?
Jenny tells Ethan to meet her contact in the agency outside of town for more information and to find
out the truth about what happened to his family.

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Research and Outcomes:
The inspiration behind this game was based on Metal Gear, Solid and Half Life’s level designs and
player interactions they had in their games, respectively.
With the AI part of this project, I was looking into coding and finding tutorials online on how to
innovate our own AI mechanic. I needed to find out how I could implement techniques of
pathfinding for the AI so it can navigate across the level and find the player.
The mechanic that we worked on the most, had to learn and understand as a team and individually,
was the AI and shooting mechanics. We had to create lines of code and prototypes of the enemies’
systems and how they interact with the player and other objects. We wanted to create an organic AI

to navigate and traverse through the environment to find, locate, and destroy the player but also the
opposite so the player can encounter the enemies and shoot the antagonists. The shooting
mechanics was slightly more challenging than the AI because we initially couldn’t see where we
were going wrong. We soon realized that it was the line of code in the Raycast that we needed to
correct so there was a solid first-person shooter mechanics that in turn, allowed us to use custom
animations and choose a variety of weapons.

The pacing of the game was one of the challenges we came across which arguably came from the
layout of the main story. It became noticeable that there were many plot points to create shock and
emotions in players, so we dialled them down to create a slower paced scene and control the impact
of events on player’s emotions.

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Design:

Below are some YouTube Links that show you a bit more about this game

:

Block mesh ai mechanics video YouTube link: https://youtu.be/LkT3rH3fciM


In this video, it is me playing the scene and demonstrating the shooting mechanics and AI systems of
how the player uses the systems and how the AI could be aggressive and shoot the player.


Scene level design Gameplay - YouTube Link: https://youtu.be/LTJFszZwnVY


In this video, I explore the scene to show the highly detailed level design of the environments as well
as the overall structure and arrangement of the level. I included the placement of the objects,
obstacles and enemies as well as the layout of the environment. To me, this is an important factor in
determining the flow and pace of your gameplay.

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