I worked as an intern at Behaiour Interactive Inc. (formerly Artificial Mind & Movement) on Rango, a game based on the movie of the same name.  I was part of a team of around 75 people and personally worked on the boss fight gameplay mechanics.  I worked in C++, Lua, and their Gaia engine.  The Game was released on the Xbox 360, PlayStation 3, and Wii.   You can find the game at http://www.ea.com/games/rango

My tasks for this project were to develop boss fight gameplay mechanics. working on this project, I used my knowledge of 3D vector math to determine where boss attacks and movements. I implemented attacks that spawned geysers and enemies dynamically and flexibly, based on the player’s position and velocity. I worked with an AI state machine to create behaviors and attack patterns.  The behaviors had multiple patterns and difficulties bases on the boss’ current health.  Most of the work on the boss fight AI was in Lua, which I learned on the job.  I also worked in C++ when implementing other features, such as a life montitor that tracked the players health and would trigger different functions at different times.