Scarabs Core | Study of Unity, PhysX and Pathfinding Behaviours

My project is a focuses look into the Unity engine, its built in physics engine named "PhysX" and existing methods of implementing path-finding and AI behaviors.
To achieve this, I created a unity application called "Scarabs Core". A game about a scarab beetle, exploring a world and using a power core to get to closed off areas, control bigger machines and traverse terrain.
Everything, bar the environmental textures and audio, was scripted, modeled, animated and designed by me.

Link: https://riddlesquared.itch.io/scarabs-core-demo

Scarbs Core Trailer
Level one
Level one - Tutorial
cave
Level Two - Pill Bug Demo
Project Objectives

During this project I tasked myself with multiple objectives. These being:
- Research existing path-finding algorithms and the history of AI Behavior within video games.
- Develop a deeper understand for the algorithm which Unity NavMeshAI uses.
- Design and produce a playable character that is driven by the built-in physics engine.
- Design and develop NPC AI that has player interactions.

These goals would allow me to express the knowledge and skills that I have cultivated over the last 2 years of study while also giving myself an opportunity to deepen my understanding of systems within Unity, how to work with said systems and what are the limitations and/or pitfalls one might discover while working with the systems.

This project also gives the chance to explore the design side of Game Development. With this in mind, I set out to answer the following questions regarding the design workflow:
- What is the process to create custom models?
- How are animations implemented?
- How would one produce and test level layouts efficiently?

Project Outcomes

Here are the outcomes of my project:

~ Final Prototype ~
I had successfully developed a Unity3D game with functional playable characters and machines fully driven by the physics engine and with physics dependent interactions. I learned the complexity of the physics engine while working in 3D and now have a deeper understanding of the development process for creating gaming experiences with said engine.

~ Design ~
During the development I modeled, rigged and animated custom 3D models for my project. Learning the process of animation and how they are handled within Unity allowed me to appreciate the countless hours animators and programmers work to create seemingly effortless and beautiful character models.

~ Level Prototyping ~
I was surprised to discover an effective workflow for quickly developing playable levels during the latter half of my project. Using Unity and Blender simultaneously to model, test and refine level layouts in real-time. I was able to create multiple levels that highlighted features of the game to prove the knowledge and skills that has been developed over the period of this project.

~ Reflection ~
I am quite proud with the final outcome. I have learned so much when it comes to existing systems, game design and the history that has lead to the current trends in game development. This knowledge will be extremely valuable in progressing my future within the games industry and I am exited to peruse this field even further.

Thesis: Scarabs Core: The Research and Implementation PhysX and AI Behavior
Aaron Profile Image
Aaron Mc Cormack
BSc (Hons) Creative Computing

Strong passion for game development and proven skills in C#, Unity, and 3D modelling.

BSc (Hons) Creative Computing