Colin Vasas

Survival Horror (Unannounced)

A systems-driven survival horror title in active development. My focus is on **AI navigation/behavior**, **vehicle traversal mechanics** (player-steerable boat), and **player control/interaction physics**—building tension through believable systems rather than scripted moments.

What I built

  • Enemy AI & Navigation: grid/mesh–based pathfinding, patrol/seek/flare states, perception cones, hearing triggers, and dynamic re-pathing around moving obstacles.
  • Boat Traversal Mechanics: steer/accelerate/brake model with water drag, turn radius, drift and wake effects; environment reacts (buoys, docks, debris) via physics constraints and triggers.
  • Player Controller & Interactions: responsive ground/water locomotion, stamina & stumble responses, pickup/use systems, physics-driven doors, drawers, and valves with tuned damping.

AI Design

Modular state machine (Idle, Patrol, Investigate, Chase, Search, Reset) with blackboard memory (last known position, threat score). Navigation volumes update when the world changes (moving platforms, closing gates), keeping enemies believable and pressure persistent.

Traversal & Environment

The boat uses a simple rigid-body model with thrust, rudder torque, and lateral resistance to simulate slide and under-steer. Environmental props respond to the hull via collision layers and joint limits, enabling tight puzzles and docking moments.

Interaction & Feel

Inputs feed a small “intent” buffer to smooth abrupt changes, while coyote-time and impulse caps keep interactions snappy but grounded. Most interactables are parameterized (mass, friction, spring, limits) so designers can tune scenes without code changes.

Tech Stack

  • Engine: Unity (C#) / (prototype-friendly physics & navmesh)
  • AI: finite-state architecture with perception queries; debug overlays
  • Tools: editor gizmos for patrol graphs, spawn tuning, encounter scripting
  • Builds: profile-driven iteration to balance frame budget vs. tension beats

Notes

Visuals and level content intentionally omitted pre-release. I’m happy to discuss systems design in more detail on request.