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Dog Knight

Tech Stack

C#AITechnical Art

Team size: 1

Time frame: 3 weeks


Overview

This project showcases a behavior tree-driven NPC in Unity, designed to autonomously search for enemies, engage in combat, and respond dynamically to its surroundings.

Dog Knight has one goal: To find the enemies and slay them!
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Dog Knight

Introduction

The goal of this project was to explore AI decision-making and create an autonomous character capable of adapting to different situations.

Using behavior trees, I developed a system where the NPC could evaluate its surroundings, search for enemies, and decide which actions to perform based on the current state.

Dog Knight
Dog Knight

Challenges

One of the main challenges was designing a behavior tree structure that was flexible enough to support different actions while remaining easy to expand.

Creating reusable nodes and managing communication between different AI systems required careful planning to ensure the NPC behaved predictably while still appearing dynamic.

Dog Knight
Dog Knight

Results

The final result was an AI-driven character system where the NPC could independently navigate, detect enemies, and perform different behaviors depending on the situation.

The project provided experience in AI architecture, behavior trees, and creating flexible decision-making systems in Unity.

Dog Knight