The premise of the Labyrinth game was built in Unity. Based around the Greek Myth: Theseus and the Minotaur,
the player explores a dimly lit underground labyrinth in search of the shattered pieces of a sword.
They must escape and outsmart various monsters using their sense of hearing, limited sight, and memory alone.
The game has some very interesting mechanics. The labyrinth is composed of hand-crafted room sections combined with procedurally generated maze sections.
Upon being caught by a monster, these mazes re-generate, adding to the difficulty of the game. Simultaneously, random sections of the player's map are deleted.
The team behind Labyrinth was composed of myself and three other programmers, two designers, and a sound designer.
One of the features I was responsible for was the Artificial Intelligence controlling the monsters. There were three different distinct types, each with completely different traits and behaviours.
One of these for example, a Hyrda, stalks the player, trying to come up on them from behind. Another, the Minotaur, roams the halls using mainly sight, charging if it can see its prey.