The Veiled Ones is a narrative horror game where you play as Ali, a Muslim exorcist. Figure out who possessed your son and why they did it with an ancient artifact: the Looking Glass!
Click here or on the image to go the the Steam page. We hit over 1K unique players within 2 weeks of launch!
MAIN RESPONSIBILITIES
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Built and iterated on 3 enemy behavior trees
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Designed scoring algorithms for patrol and search movement patterns
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Led the development of AI testing tools
CONTENTS
AI Behavior Overview


Top: Normal Jinn
Bottom: Father Jinn
DESIGN GOALS FOR AI
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Enemies should be invisible because of the narrative
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Motivate players to engage in stealth gameplay
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Discourage Looking Glass usage around enemies
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Emphasize the narrative experience with gameplay
GENERAL AI BEHAVIOR OVERVIEW
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Perception: Sight, Sound, Looking Glass
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The Looking Glass allows a player to peer into an alternate version of the world they occupy -- enemies react negatively when they are looked at
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Patrol: Walk around the house and mourn
ENEMY TYPE OVERVIEW
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Normal Jinn
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Calls the Father Jinn if a player gets too close or makes too much noise
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Passive Jinn
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Same as Normal Jinn, but does not patrol
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Father Jinn
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Searches for the player if they get too close or make too much noise
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Checks hiding spots for the player
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Chases after the player if he gets too angry
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Design Process Deep Dive


Top: Invisible Jinn VFX
Bottom: Father Jinn footprint VFX
PROBLEM 1: INVISIBILITY
CONTEXT
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Initial Idea: Always invisible enemies to line up with the narrative of the game
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Situation: Always invisible enemies have no visual information, creating artificial difficulty
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Task: Give players clarity over enemy behaviors without sacrificing the narrative-focused gameplay
ACTIONS
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Made all enemies stay invisible until they pose a threat to the player, clearly communicating danger
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Prototyped VFX that surround all enemies and footprint VFX for the Father Jinn
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Designed audio feedback for all enemy behaviors to complement visual feedback
RESULTS
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Gameplay Outcome: Players clearly understood enemy actions and played with that info in mind
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Takeaway: The most obvious ideas can be bent in ways that can still fit the narrative while serving gameplay
THE VEILED ONES
Game Designer


Top: Subtree for Looking Glass buff to enemy perception
Bottom: Subtree for Sight detection
PROBLEM 2: PERCEPTION
CONTEXT
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Initial Idea 1: Because enemies are invisible, vision cones should be 360 degrees
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Initial Idea 2: To discourage Looking Glass usage, enemies should get angry when a player looks at them through the artifact
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Situation: Players did not understand why their actions put them in danger, even with tutorialization
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Task: Promote stealth gameplay while preserving enemy invisibility and Looking Glass goals
ACTIONS
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Implemented 2 vision cones for enemies
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360 degree vision cone for close encounters
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Standard stealth game vision cones <90 degrees for all other ranges
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Buffed sight and sound detection for enemies when using the Looking Glass
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This is what players thought happened BEFORE the change was made!
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Increased sound detection when the player sprinted to encourage stealthy movement
RESULTS
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Gameplay Outcome: Players engaged with stealth and knew to use the Looking Glass sparingly
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Takeaway: Player expectations are worth designing around for non-intuitive mechanics


Top: Father jinn finds player in a crawl space
Bottom: Subtree for crawl space search behavior
PROBLEM 3: PLAYER IMMORTALITY
CONTEXT
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Initial Idea: The player should be able to hide from the Father Jinn because he is difficult to escape from
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Situation: Players would hide in hiding spots without any consequences, making them immortal
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Task: Preserve difficulty while discouraging overuse of the hiding mechanic
ACTIONS
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Implemented a behavior sequence to check hiding spots with multiple conditions
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If he sees the player enter one, he will check
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While searching an area for the player, he will check hiding spots last
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If a player is caught in a hiding spot, the Father Jinn will kill them if they cannot get out in time
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Nerfed movement speed and stimulus detection across the board to make evasion easier
RESULTS
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Gameplay Outcome: Players started using the tight level design to escape the Father Jinn
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Takeaway: In many cases, balance difficulty across ALL behaviors instead of compensating for just one