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Echoes Between Dimensions

Hybrid third/first-person shooter built around a seven-state enemy AI machine, camera-mode switching that preserves look direction, and a weapon heat model.

  • C#
  • Game AI
  • State Machines
  • Unity

Systems implemented

  • Enemy state machine with seven states — sleep, wake, chase, attack, lose target, patrol, back to sleep — plus stuck detection, so an agent that fails to make progress recovers instead of grinding against geometry.
  • Camera mode switching between third and first person that preserves look direction across the transition, rather than snapping the player to a default orientation.
  • Root-motion CharacterController movement, so animation drives displacement and foot contact stays believable.
  • Line-of-sight and range-gated scanner interaction on a timer — the interaction only resolves while the target stays visible and in range for the full duration.
  • Weapon heat and overheat system, which converts fire rate from a hard cooldown into a resource the player manages.
  • Health, death and respawn flow, and a minimap.

Built for ECE4208 (Game Programming). All gameplay scripts, systems and animation state logic are mine; models, terrain heightmaps, particle prefabs and animation clips were supplied by the course.

echoes-between-dimensionsUpdated 2026-07-25