William Carson
Game Designer | Level Designer
AI Uprising
(FPS)
Student Project
Platform | PC
Playtime | 5-10 Minutes
Engine | Unreal Engine 5
Duration | July 2024
Roles | Game Designer
Level Designer
Solo Project




Key Contributions:
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Designed and built a non-linear FPS level with three distinct routes (underground tunnels, above-ground corridors, rooftops) to support player choice and replayability.
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Scripted a dynamic AI system using Behavior Trees and Blackboard logic, with sight/sound detection and reactive combat states.
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Developed enemy behaviors including flanking, strafing, and alert phases based on proximity and player noise.
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Integrated interactive environment elements (e.g., cover, blind spots) that influenced AI tactics and encouraged player adaptability.
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Conducted multiple rounds of playtesting to tune combat difficulty, AI responsiveness, and level pacing for stealth and open combat playstyles.
Sight
Sound
Strafe
Strafe/Shoot
Chase/Cover
AI Systems - Behavior & Tactical Combat:
Sight & Sound Detection:
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Implemented vision cones and noise radius triggers using Unreal’s AI Perception system to simulate realistic detection.
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Players could trigger AI awareness through sprinting, gunfire, or movement near line-of-sight, influencing stealth routes.
​Strafing & Advancing
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Built custom strafing logic tied to distance, cover availability, and player positioning using Behavior Tree conditional checks.
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AI chose between advancing, sidestepping, or repositioning mid-fight, making encounters dynamic and reactive.
Cover Selection & Threat Focus
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Created a cover node system using EQS, allowing AI to seek nearby cover and rotate based on pressure.
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Simulated threat prioritization: enemies would reassign attention based on proximity, aggression level, or suppressed fire.
Level Design Breakdown
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Non-linear layout with three main paths that intersect at multiple points, supporting stealth, direct combat, or flank-and-run strategies.
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Optional objectives and alternate routes created replay value, with different AI patrol patterns based on path taken.
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Level theming based on military facility breach, with readable signage, lighting cues, and spatial sound design for navigation and tension.
Wrap Up
AI Uprising showcases my ability to design intelligent, responsive enemy systems and integrate them into a non-linear, player-driven level. I handled every aspect of the game from level layout and AI scripting to environment interaction and tuning. I used player feedback to refine the experience into a strategic, replayable combat scenario.

AI Uprising is a non-linear, replayable, military-themed FPS level designed around non-linear player choice and AI-driven encounters. Set across interconnected tunnels, rooftops, and above-ground corridors, the level encourages exploration through branching paths, optional objectives, and reactive AI that challenges stealth, strategy, and adaptability.