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AUTO-SNEALTH

When infiltrating a highrise full of androids, two skills are most important:
sneaking and stealth.

Auto Snealth: Image

Auto-Snealth

In Auto-Snealth, the world has been overtaken in a android overtaking. Secret plans are kept at the top a towering building. Making your way through each level, you make use of light based teleportation to avoid the multitude of various androids which patrol the area. The game features light based stealth mechanics, where detection is based on how light the area you stand is.

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FEATURES & MY ROLE

Sentinel AI

I was responsible for using Unreal's AI Behaviour Trees to develop the sentinel AI which operated under three different states, Patrolling, Searching, and Alerting. Patrolling makes the drone move between set points on the map, Searching makes the drone move to the player's last seen position, and Alerting alerts all other AI to the location of the player when spotted.

Material Creation

Developed materials in Unreal's Material Graph to create textures like Marble, Varnished Wood, and Water. This included reflection, refraction, multiplication and panning of sprites.

Line Trace Based Audio

Developed footstep audio which is played with a line trace (raycast) from each foot to detect contact with the ground. Additionally, this function detected the material of the surface and played material specific audio such as carpet, wood, and stone.

Teleportation

Responsible for the game's key mechanic of teleportation. This was done with multiple capsule casts to detect if the position of teleportation was valid. Additionally, teleportation detected the luminosity of the desired location and prevented teleportation into lit areas.

Construction and Scene Management of Third Level

I designed and build the game's final level, including: general structure, A.I patrol pathways, event triggers, and lighting.

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Background

This project was the only project so far which was made purely of programmers. Additionally, it was an introduction into Unreal for all three members of the group. From the beginning we designed a game which focused heavily on programming complexity and not so much on visual appeal.

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