Project 04 09
Medieval street in Chivalry Is Dead with a castle in the background

July to August 2025 · Team project

Chivalry Is Dead

Clumsy knights try to kidnap a princess. They need to sneak in, coordinate and hope nobody ruins everything along the way.

My role
Development · Networking and AI
Format
PC · Co-op · Intended for 1 to 4 players
Project status
Prototype
Technologies
Unreal EngineBlueprintsAIMultiplayer

01The project

Knights with a rather questionable plan.

Why rescue the princess when you could kidnap her? That is where Chivalry Is Dead starts. You play clumsy knights who need to sneak in and cooperate, with physics that can quickly complicate their good intentions. Well, their intentions.

We worked on this prototype between July and August 2025. I handled networking, AI and voice chat. The idea was to let players meet up, communicate and respond to the inhabitants of the castle and village.

How you play

  1. 01

    Meet up

    Create or join a session.

  2. 02

    Sneak in

    Move through the surroundings and their inhabitants.

  3. 03

    Coordinate

    Talk to players nearby.

  4. 04

    Improvise

    Work around reactions and physics.

02My work

Networking, AI and the knights’ voices.

I worked on multiplayer sessions, NPC behaviours and proximity voice chat. With one small audio detail: players sound as though they are speaking from inside their helmets.

01

Multiplayer sessions

I developed sessions with a name, ID and password. The prototype uses a peer-to-peer architecture to connect players.

  • Sessions
  • Networking
02

AI and behaviour trees

I developed the AI and its behaviour trees. I also worked on navigation areas and filters to distinguish the castle, village and combat spaces.

  • Behavior Trees
  • Navigation
  • Blueprints
03

Proximity voice chat

I built proximity voice chat and its metal helmet effect. Even a quick discussion to agree on a plan needed to sound like knights talking in armour.

  • Voice
  • Proximity
  • Audio effect

03Under the hood

Knowing where an NPC is allowed to go.

The castle, village and combat areas have different navigation needs. I used separate areas and filters to organise the AI’s movement.

Navigation spaces

Take a closer look

Inside the castle.

The Castle area and CastleOnly filter select the castle spaces used for movement.

BP_NavArea_Castle / BP_NavFilter_CastleOnly

The names match the assets shown in the screenshots.

Some development choices

Connect behaviour and navigation

The starting point

Choosing an action is not enough: the NPC also needs to move in the right space.

What we did

Behaviour trees work with navigation areas and filters to guide movement.

The helmet detail

The starting point

Voice chat helps players coordinate, but it is also part of the game’s atmosphere.

What we did

I added a helmet voice effect to proximity chat. You hear the character as much as you see them.

04In pictures

A glimpse of the village, followed by behaviour trees and prototype graphs. Some editor screenshots are small, but they give an overview of the work.

05Outcome and team

Playing together and giving NPCs reactions.

My work on the prototype brings together sessions, AI and voice chat. The wider game concept aims at a complete experience for one to four players.

What is in place

  • Configurable sessions.
  • AI and behaviour trees.
  • Proximity voice chat with a helmet effect.

Where the project stands

  • The prototype lays the groundwork for one to four players.
  • Dedicated servers and a console version were considered for later.
What I take away from it

A detail like the sound of a voice can give character to a very practical feature. Here, talking is already part of the comedy.

Want to talk about this project?

Let’s talk