Frigato


A real time stealth tactics on Carraibeans.


The Frigato project was already in development when I joined the team. I worked as the solo programmer on the existing codebase, focusing on fixing and updating various game systems — including translating the AI from a custom tool to a more stable asset-based solution.


My contribution to the game

  • Implementing new characters (Monk, Witch, Raccoon) and their skills,

  • Implementation of new mechanics based on design specifications,

  • Fixing and maintaining existing codebase,

  • Creating and updating AI of enemies,

  • Preparing game to playtests and early access release.

Examples of gameplay mechanics I implemented

Vision Cone

The vision cone is a core mechanic in the stealth tactics genre. My role was to create a shader that visually communicates key information to the player — such as dynamically changing its shape when colliding with obstacles, or filling in when the player is detected. I also developed the enemy AI logic to work seamlessly with this visualization.

Civilian AI

Enemies in the game are divided into soldiers and civilians. Both can detect player characters, but only soldiers react aggressively. I developed AI behavior for civilians that makes them flee from the player, enhancing immersion and reinforcing the stealth gameplay atmosphere.

Environment Interactions

he interaction system was designed to give the player additional advantages throughout gameplay. Depending on the direction from which the player approached an object, its behavior would vary. This system was also used to implement features such as healable items for characters.

Reinforments

Reinforcements are a challenge for players who choose a more aggressive, combat-oriented approach. When an alarm is triggered in a zone, associated reinforcements will appear, increasing the difficulty and forcing the player to adapt.