Team Project • Lamp Engine

Spite - Ashes of Ephtael

A Diablo-inspired action RPG developed in a team using our in-house engine. My work focused on enemy AI, behaviour systems, and integrating gameplay with animation and input.

Spite - Ashes of Ephtael screenshot 1 Spite - Ashes of Ephtael screenshot 2 Spite - Ashes of Ephtael screenshot 3
Role

Gameplay / AI Programmer

Project Type

Team Project

Focus

Enemy AI, State Machines, Combat Behaviour

Engine

Lamp Engine (Custom)

What I Worked On

My main contribution was enemy behaviour and AI systems. I designed and implemented a ranged enemy archetype using a state machine, integrated animation with gameplay logic, and contributed to camera and input systems.

Enemy AI & State Machine

Enemy behaviour was structured using a state machine with clear transitions between idle, chase and attack states. This made behaviour predictable, extendable and easier to debug.

Enemy AI GIF

Ranged Enemy Behaviour

I created a ranged enemy that attacks using projectiles. The goal was to create pressure at a distance while maintaining readable attack patterns.

Ranged enemy GIF

Animation Integration

I integrated animation with gameplay logic to ensure that attacks and movement matched the enemy behaviour states. This improved readability and feedback during combat.

Animation integration GIF

Camera & Input Systems

I contributed to CameraManager and InputManager to ensure responsive controls and stable camera behaviour during gameplay.

Input system GIF

Technical Takeaways

This project gave me hands-on experience building gameplay systems inside a custom engine and working with AI, animation, and input together.

It highlighted how important timing and readability are in combat-heavy games, and how even small changes in behaviour logic can significantly affect the player experience.