ADITYA SINHAGAME DESIGNER
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Crimson Knight

ROLEProgramming Lead / Gameplay & AI Designer

DATEDecember 2024 – August 2025

GENRESouls-like Action RPG

GAME SUMMARY

Crimson Knight is a Souls-style action-RPG built in Unreal Engine 5, featuring deep melee combat, emergent enemy behaviors, and a scalable AI pipeline.

MY CONTRIBUTION

As Programming Lead and Gameplay & AI Designer, I led programming and gameplay design for an 18-person capstone team, aligning engineering, design, art, and production from prototype to final showcase.

Programming Leadership

  • Led a team of five engineers within an 18-person multidisciplinary team of producers, designers, artists, and programmers.
  • Owned technical design from sprint scoping and task assignment through code reviews and teammate support.
  • Served as a bridge between programmers, designers, and artists, translating combat and level-design goals into data-driven implementations.

Combat Design & Playtesting

  • Designed player-versus-boss combat around movesets, telegraphs, counterplay windows, multi-stage pacing, difficulty tuning, and readable challenge.
  • Ran target-audience playtests and turned feedback into concrete combat, balance, pacing, and readability changes.
  • Tuned timing, damage, stamina, and challenge through repeated playtests.

AI Systems

  • Built a hierarchical State Tree framework to manage enemy behaviors including patrol, engagement, stun recovery, and evasion.
  • Integrated an n-gram predictive model with the Gameplay Ability System to recognize player action patterns and bias enemy decision-making toward appropriate counters.

Gameplay Ability System

  • Designed a modular Abilities + Effects pipeline in GAS for rapid iteration on character attributes, upgrades, and status effects.
  • Implemented boss AI and player abilities with State Trees, GAS, and motion warping.
Game Trailer Watch on YouTube ↗
Predictive AI demonstration. I built a predictive behavior system on top of an n-gram model, a simple statistical approach that forecasts a player’s next move from their previous actions. We map those predictions to counter-moves, so the AI can adapt to a player’s combo patterns. In this clip, you’ll see The Absolute learn a repeating attack combo and begin to pre-emptively dodge or back off at exactly the right moment. Watch on YouTube ↗
Phase 1 fight prototype of the player as the Crimson Knight vs The Absolute Watch on YouTube ↗
Crimson Knight project image
Crimson Knight project image
Crimson Knight project image
Crimson Knight project image