The Veiled Ones

Enemy AI Designer

Project Overview

The Veiled Ones is a 1st-person stealth-horror game where you play as Ali, a Muslim exorcist. Avoid invisible enemies and peer into their world with a mystical artifact: the Looking Glass!

INFO:

  • GENRE: 1st-person stealth-horror

  • TOOLS: Unity, C#, Behavior Trees

  • TIMELINE: May 2023 - May 2024

I was the Enemy AI Designer, where I:

  • Designed, iterated on, and polished 3 enemies and 5+ behaviors

    • 3 Enemies: 1 boss, 1 standard enemy, 1 stationary enemy

    • 5+ Behaviors: Perception (sight + sound), waypoint-based patrol, alerting boss enemy, search for player, chase player

  • Led the development of AI testi​ng tools and coordinated tasks between disciplines to implement my AI features

This team had 50+ developers with 3 total game designers.

My Contributions: Enemy AI

Features I Implemented

Universal AI Behaviors

  • Perception: Sight and sound detection, Looking Glass debuff

    • Looking Glass function + debuff: Players can see invisible enemies, but they react negatively when looked at​​

  • Patrol: Walk around the house while making noise

  • Audio Feedback: Noise that enemies make will get louder and more distorted if player is detected, telling players if they are in danger

Enemy Types and Unique Behaviors

  • Boss Enemy — Father Jinn

    • Searches for the player (when detected) + checks hiding spots

    • Chases after player if they are detected for too long

    • Can kill the player if they are caught

  • Standard Enemy — Normal Jinn

    • Alerts Father Jinn to player's location if player is detected

  • Stationary Enemy — Passive Jinn

    • Same behavior as Normal Jinn, but does not patrol

Tech Used to Implement Features

  • Unity, Behavior Trees, and C# Scripting (for custom tree nodes)

My Design Process + Goals

  1. Established design goals and constraints from game narrative

  2. Wrote feature spec and reviewed it with design team

  3. Implemented feature with Unity, Behavior Trees, and C#

  4. Evaluated the feature's contribution to design goals

  5. Iterated and polished feature based on playtest feedback

Enemy AI Design Goals + Constraints

  • Motivate players to engage in stealth gameplay

  • Discourage Looking Glass usage around enemies

  • Enemies should be mostly invisible

  • Only the boss enemy, the Father Jinn, can be directly hostile

Design Case Study: Enemy Perception

Feature #1 : Enemy Vision Cones

Starting the Process + Rising Issues

  • Design Constraint: Enemies need to be mostly invisible because of the narrative; players also need to understand when they are seen/heard

  • My Task: Promote stealth gameplay (sneaking around enemies) while preserving the above design constraint

  • Initial Idea: Vision cones for enemies should be circles

  • Design Intent: Players will exercise more caution around invisible enemies, so that extra caution should be taken into account

After implementing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Players were getting caught by the enemies even though they thought they were safe

  • Resultant Effect: Players did not engage in stealth gameplay, walking and running around the map because "it did not make a difference"

I realized that these problems arose because players were seen behind the enemies' natural sight lines, due to the of the circular vision cones. This prompted some action:

Actions I Took to Fix The Feature

  • Implemented 2 vision cones for enemies: a 15 to 40 degree vision cone for long ranges in front of the enemy; and a 360 degree vision cone for very short ranges (< 3m)

Results From These Actions

  • Players could sneak around the house without getting seen

  • Players felt anxious, clever, and satisfied when sneaking past the invisible enemies and therefore engaged in stealth gameplay more

Key Design Takeaway

  • Playtest to figure out player behavior; do not make assumptions!

Feature #2 : Looking Glass Debuff

Starting the Process + Rising Issues

  • Design Constraint: The Looking Glass is an artifact that "disturbs" the jinn because the user is peering into their world

  • My Task: Discourage Looking Glass usage around enemies

  • Initial Idea: Enemies' "anger level" should increase directly when a player looks at them through the Looking Glass

  • Design Intent: If players can understand that they are angering enemies directly, they would use the Looking Glass less

After implementing this initial idea, I watched live playtests and recordings to analyze player behavior, which revealed some problems:

  • Immediate Effect: Once again, players were getting caught by the enemies, but this time without being seen or heard (they were "spying" on the jinn)

  • Resultant Effect: Players were unable to complete exploration objectives because they got caught before using the Looking Glass in the right spots

I realized that these problems arose because players did not understand why the jinn were getting angry. This prompted some action:

Actions I Took to Fix The Feature

  • Replaced the "anger level" increase with buffed sight and sound detection ranges when players used the Looking Glass

    • This is what players thought was already happening!!!

Results From These Actions

  • Players used the Looking Glass more sparingly and therefore were able to complete the exploration objectives to progress the game

Key Design Takeaway

  • Simple gameplay solutions can involve designing around existing player expectations

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com

2026 © Vikram Gonuguntla

All trademarks belong to their original owners.

Contact me @ vgonugun@gmail.com