PROJECT DETAILS · 2026

ANIMAL WATCHER

ANIMAL WATCHER

ANIMAL WATCHER

Wildlife Observation & Ecosystem Photography Game Prototype

Wildlife Observation & Ecosystem Photography Game Prototype

PROJECT YEAR

2026

PROJECT TYPE

Personal Project · Gameplay Prototype

ENGINE

Unreal Engine 5

MY ROLE

Game Design · Systems Design · Animal AI · Blueprint · Level Design

OVERVIEW

Animal Watcher is a game prototype focused on wildlife observation, ecosystem interaction, and photography. Players monitor farm animals through fixed ecological cameras and use lures such as food and stones to influence behavior, then look for memorable photo opportunities as animals feed, become alert, flee, protect, follow, and interact as groups.

DESIGN GOAL

Observation Instead of Direct Control

Players do not control animals directly. They observe and influence the ecosystem through lures.

Chain Reactions Between Animals

Each species has its own behavior rules. The same stimulus can produce different outcomes and affect nearby animals.

Let the System Create Photo Opportunities

Photo opportunities are not fully scripted; they emerge from player actions, animal states, and group interaction.

CORE LOOP

01

Observe Animals

Learn each animal’s location, species, and current behavior.

02

Choose a Lure

Select food or stones.

03

Influence Behavior

Place the lure in the target area.

04

Watch the Ecosystem Respond

Animal states change and may affect nearby individuals.

05

Find a Photo Opportunity

Look for distinctive behavior and chain reactions.

06

Photograph and Record

Identify the animal and behavior, then save the result to the Gallery.

ANIMAL AI

Species share a core AI framework while using different states, stimulus responses, and group behaviors based on their traits.

Example states: Idle · Walking · Eating · Alert · Fleeing · Protecting · Following · Aggressive Display

EMERGENT INTERACTIONS

母鸡保护与小鸡跟随

小鸡会自动寻找附近的母鸡。母鸡在有小鸡跟随与无小鸡跟随下,对于刺激物有不同反应,分别表现为保护与害怕。

Sheep Alert Propagation

Group behavior and local stimulus responses demonstrate alert propagation, following, and collective movement.

Buffalo Displays and Lure Responses

Contrasting animal responses to food and stones highlights differences in state, stimulus response, and display behavior.

PHOTOGRAPHY SYSTEM

Supports multiple ecological cameras, photography, animal and behavior recognition, a Photo Gallery, subject and behavior information, and Doctor’s Notes.

LEVEL & ECOLOGY

ITERATION

CASE 01

Simplifying the Sheep Alert State Chain

BEFORE

When stimulated while eating, sheep first entered Observing, then moved to Alert or Fleeing based on threat level.

PROBLEM

The intermediate state slowed feedback and added unnecessary transitions, making animal responses harder to read after a player used a stimulus.

SOLUTION

Removed Observing. Sheep now move directly from Eating to Alert when stimulated, then escalate to Fleeing based on threat level while retaining group Alert/Flee propagation.

CASE 02

Redefining Buffalo Level Boundaries

BEFORE

Stimulated buffalo could enter an attack state and break through the outer fence into the farm.

PROBLEM

While visually striking, this disrupted established farm ecology, pulled too much attention, and broke the level’s spatial boundary.

SOLUTION

Buffalo are now permanently contained outside the farm. Food and stones still trigger an Aggressive Display that communicates danger without disrupting the farm ecosystem.

CASE 03

Improving Chick Following

BEFORE

Chicks search for a nearby hen to follow, but early versions had target-loss, stopping while moving, and excessive group spread.

PROBLEM

Unreliable following also destabilized hen Protecting behavior, making this ecological relationship harder to produce consistently.

SOLUTION

Reworked BestHen search and follow-target updates, plus search range and movement logic, so chicks reliably follow nearby hens and Protecting behavior can emerge naturally.

MY CONTRIBUTION

Except for sourced models and animation assets, I completed the game design, systems design, animal AI, Blueprint logic, photography and album systems, UI, level design, environment setup, and gameplay implementation.

FINAL RESULT

WATCH FULL GAMEPLAY ↗

An ecological photography experience built around observation, lures, and animal group interaction—designed for players to discover and document.

NEXT PROJECT

SLASH TIME

SLASH TIME

Unity · Gameplay Design · Combat Design · Level Design

Jiaqi Li · Game Designer

Email

Resume

LinkedIn

Bilibili