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SNEAKY SNEAKY

Top-Down Strategy

Sneaky Sneaky is a project I worked on by myself while at Full Sail University. I was responsible for designing a state machine that would control the "guard" NPCs from different points of interest in the level and control their behavior if and when the player was spotted by the AI.


It is divided into 3 main sections for the player to explore and sneak through. While it is a relatively simple project, it taught me a lot about AI pathfinding and state machines. 

Sneaky Sneaky: Bio
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AREA 1

Sneaky Sneaky: Features
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EMPTY PLAYGROUND

The first area of the level is a empty sqaure that the player can run around in to get used to the controls scheme. The game features "click-to-move" controls that not every player would be used to immediately. Once comfortable, they can move on to the next area.

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AREA 2

Sneaky Sneaky: Features
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THE HALLWAY

This area provided an easy challenge. I designed it to be similar to a hallway or corridor that is easily navigated. It features one NPC that roams around the length of the play area, pausing at the exclamation points. If detected, the NPC will follow the player until the player touches the red control tower tucked in the corner.

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AREA 3

Sneaky Sneaky: Features
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THE CHECKBOARD

This area was designed to increase the challenge for the player. It features multiple paths and several NPCs for the player to dodge while making it to the exit.

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