AMADAM's
PSYBREAK
Psybreak is a ground breaking mix of hit mechanics and features.
It is a infiltration SpecOPs game with heavy Psycho-Kinetic elements based in the 70's.

Original Idea
Born in the mind of Mr. Fabre in early 2025, he took on the project of using his extensive knowledge of early 2000 video game hits to mix the best elements of stealth infiltration games with the best of immersive-sims.
With the help of over 12 persons, all experts in their own categories, a breathtaking demo was produced.
I am lucky to have been a programmer on this game, and a technical designer in general.
My role
My role was particularly exiting, i got to work on AI behavior and the entire detection system.
I programed cameras who's feed could be accessed not only by the player in the camera room, but also by a specialized NPC who's chief of surveillance in his area.
An entire logic system of alarm sounding, visual detection, and alert spreading through enemy pro


AI Behavior.
To me, the AI is the real highlight of my whole contribution to this work.
In PSYBREAK AIs report to a central surveillance room, while there can be multiple ones in a full mission, they are scarce, and hard of access. These rooms serve as a link inbetween every units, being the way for them to convey player detections and suspition level to the rest of the gards. It is also where hte player has to go to lower said level.