
Lockdown: Last Stand
Boss AI Programmer
Four-person WIU group project
PC
Unity 6
Project Overview
Lockdown: Last Stand is a post-apocalyptic 3D first-person shooter built around a multi-phase boss battle. Players use movement abilities, environmental positioning and weapons to survive attacks from an AI war machine.
Project Scope & Goals
The team aimed to create a fast-paced boss fight in which the enemy changed its attacks and behaviour during combat. Wayne was responsible for making the boss intelligent, responsive and integrated with the other gameplay systems.
Wayne's Role
Boss AI Programmer within a four-person WIU group project. Wayne owned the complete boss AI system from planning through implementation, testing and optimisation.
Responsibilities & Contributions
- Developed the complete boss AI system
- Planned the boss state chart and attack moveset
- Designed stomp, punch, machine-gun and rocket attacks
- Implemented AI states and state transitions
- Implemented NavMesh tracking and movement
- Controlled boss animation transitions through scripts
- Polished selected models and particle effects
- Optimised boss scripts
- Improved mesh rendering performance
- Resolved Git merge conflicts
- Integrated the boss AI with systems created by teammates
Game Mechanics & Systems
The boss features multiple attack types — stomp, punch, machine-gun and rocket — each triggered by AI state transitions. The boss tracks the player using NavMesh navigation, with animation-driven behaviours synchronised through scripts.
Development Process
The AI was planned using states and attack behaviours before being implemented and tested in Unity. The boss behaviours were repeatedly adjusted to improve transitions, movement and combat balance. Each attack was prototyped individually, then connected into a coherent state machine that managed phase transitions.
Technical Challenges
- Managing several AI states and attack transitions
- Synchronising animations and scripted behaviours
- Integrating features created by different team members
- Resolving Git merge conflicts
- Reducing frame-rate drops and rendering issues
Solutions Implemented
- Reorganised boss scripts to make the code easier to manage
- Controlled state changes and animations through scripts
- Optimised boss logic and mesh rendering
- Backtracked and resolved merge conflicts carefully
- Communicated with teammates during system integration
Outcome & Results
The project produced a playable 3D FPS boss encounter featuring multiple attacks, movement tracking, animation-controlled behaviours and environmental combat.
Lessons Learned
- Planning AI states before implementation
- Writing clearer and more maintainable code
- Testing transitions between gameplay systems
- Communicating during team integration
- Considering performance during development
Gameplay Video
Screenshots


Links & Downloads
Links will appear here once available.