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Dark Hospital

Dark Hospital was a personal project where I practiced with AI for horror games. Particularly a stalker-type enemy similar to Mr. X from Resident Evil 2. I used this project to experiment with implementing mechanics found in other horror games too.

 

My main goal for this project was to create a chase triggered by one of the player's actions. For example, finishing a puzzle causes the monster to spawn near the player's location and forces them into an uncomfortable situation. 

 

My Role

Technical Designer and Level Designer

  • Scripted AI 

  • Designed throwing, interaction, and pick up mechanics

  • Designed level layout and geometery

Design Goals

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  • Create Anxiet

The major goal of this prototype was to create a monster that would give players anxiety while playing. The goal for the monster was to make players scared of moving around while in the open. I tried to achieve this goal by having cover be few and far between to create uneasiness. I also added loud sound effects for actions that would attract the monster. 

  • Smart Monster

I worked on this project to experiment with AI behaviors for enemies in games. Particularly horror games. I wanted the monster of this game to have more to do than chase the player or walk around looking for them. I added in a few extra states and behaviors, like gatekeeping or investigating, to make the monster seem smarter and more formiddable. 

  • Sequenced Chases

Another thing I wanted to accomplish was a sequenced chase scenario; a chase that's designed to occur after a set interaction. I designed tight corridors that forced players into dealing with the monster after opening gates or collecting pick ups. 

AI Features

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  • ​State Based Behavior 

The monster I created for this project works on a state based system. The AI has several states in can be in given the situation it is in. These states can be changed via the AI's perception or changed by objects within the level. 

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The monster patrols a series of points by default. These patrol points are placed within the editor. It enters its chasing state upon seeing the player and will kill them if it gets too close. After losing the player or being triggered by a level event, the AI will enter its suspect state and begin patrolling different points. These points are locations where the player may be hiding such as under beds or desks. 

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  • Scripted Chases

After the player interacts with specific level objects, gates that open the next area, a scripted chase will begin. The monster spawns at a specific location and begins running along a set path to simulate a chase. The monster has a slower walking speed but appears

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Quintin Lim | Game Designer

352-989-3421

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