



- Release: November 29th, 2016
- Publisher: Square Enix Co., Ltd.
- Platform: PS4, Xbox One, PC
- Genre: JRPG
- Developed using: Luminous Engine, C++
- Team: Business Division 2 (200+ people)
- Period: August 2015 – December 2016
- My Role: Enemy AI Programmer
- Enemy Gambit System
- Enemy Breakable Parts
- Stealth Mode Enemy AI
- Predictive Enemy AI
- Player Warp Decoy Ability
- Various Boss Abilities
- Various Animation Triggers
- Various Dev Tools
Final Fantasy Versus XIII quickly became my most anticipated video game of all time when I discovered its E3 2006 trailer. While the project later restarted development as Final Fantasy XV in 2013, I’m certainly glad it did because the delays gave me an opportunity of a lifetime to join the development team after I completed work on Final Fantasy XIV.
Below are some of the systems I worked on for the game:
The gambit system is a rule-based decision making system for the game’s enemies. Enemies have a set of actions that they can do, such as attacking or turning around, and designers can define rules for each action so that the enemy’s AI can choose the appropriate action to do when certain conditions are met.
Enemies have breakable appendages that can be broken by powerful attacks. These parts will drop items and allow the player to gain a tactical advantage in combat. The footage here shows the player breaking a Magitek Armor’s leg to immobilize it and leak the oil inside it. Fire magic can then be used on the oil to cause massive damage to its surroundings.
In the game, the player can infiltrate a number of the enemy’s military bases. The player can choose to stealthily make their way through the base, or boldly barge in and wreak havoc. Enemies will patrol the area and use their senses to try and detect intruders. Once the player has been sighted, the entire base is alerted and enemies will pursue the player, forcing them into combat.
Warp Decoy Ability

The player has the ability to warp, moving across the battle field instantaneously. Using ability points, the player can unlock the ability to leave afterimages when they warp, which act as a decoy to distract enemies around it. Enemies are able to realize they are being tricked once the real player attacks them or enters their line of sight.
Boss Abilities

I worked on various abilities for bosses such as FFVI’s Chadarnook transformation from Goddess form to Daemon form. Other bosses include Midgardsormr, Yojimbo, Iron Giant, Black Flan, Sahagin, Bombs and more.
Dev Tools

An example of a dev tool I created for our in-house engine is a visualizer that shows the range of an enemy’s attack. This is done by placing collision spheres around the enemy that detects when they’re hit by an attack. A 3D donut-like shape, called a rectangular torus, is then generated by using spherical coordinates and rendered to encapsulate the spheres for a clean visual. A different tool I created made use of Regex to find and replace a large amount of existing data.
Below is a trailer I made for the game, taking a look at the Malmalam Thicket forest dungeon. All recording and editing done by me in Adobe Premiere: