Obsidian: Adaptive Enemy-Based Gameplay

MQP Team:

  • Sean Patrick Beck
  • Ryan K. Chadwick
  • Patrick L. Knight
  • Richard Francis Pianka
  • Douglas P. Turcotte


  • Robert W. Lindeman
  • Britton Snyder

Obsidian is an IMGD MQP striving to conceptualize, build, test, and release a prototype of a full game built in the Unity3D engine. The game challenges players to defeat a single enemy controlled by an adaptive AI system in a multiplayer game environment.

Obsidian is a concept piece for a larger game in which a team of agile players battle lumbering monsters in diverse environments. Players must use their speed, skills, and teamwork, in addition to an assortment of spears, swords, and daggers, to bring down the beast. They will also traverse an environment that encourages players to explore and find new possible ways to defeat the boss as they replay the game. Likewise, the boss will have his own set of goals and desires guided by his perceptions. Each game ends with the boss’ defeat.

The project went through a fluid development process of four phases in which the team of three artists and two programmers designed, created, implemented, and tested their respective tasks. The team collaborated on nearly all aspects of the gameplay design. During the first phase of development, the team documented all facets of the game’s technical design. Artists conceptualized their work through drawings, digital paintings, and 3-D mockups. These designs and concepts were overseen by our advisors and underwent significant changes. At the end of this phase, we had all basic design elements completed and written into a design document.

The second phase involved the creation of all art and technical assets. During this phase, our team built game assets according to the design documents and concepts. At the end of this phase, all art assets were completed and organized for use in-game. For the third phase, the team collaborated to combine all technical and art assets using the Unity3D engine into a playable form. Basic aspects of gameplay, such as combat and movement, were also implemented during this stage. The final result of the consolidation of our assets was an alpha version of the game that was ready to be play-tested.

The final stage consisted of testing and polishing the alpha version of Obsidian. Volunteers from the IMGD department played the game on campus and were asked to fill out a questionnaire related to finding any inferior aspects of the game. The information in these forms was organized and used in the final polishing process of our project. Learn more...

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