As an AI / Enemy programmer I have learned a lot from this experience. From team leading to FSM programming.
							
								We implemented the physics in the Wiwa engine in order 
								to start developing the game. We implemented the Bullet 3D 
								library. However once we were going to finish the dynamic 
								physics stopped working so we changed the approach to a 
								kinematic kind of physics manually implemented. Long story 
								short, we use the Bullet 3D for everything but the physical 
								calculations in runtime. 
								Once the Physics implementation was nearly over, 
								I moved to create an AI movement system that is made from
								2 main systems. The Agents and the Pathfinding Manager. 
								Initially that was the approach. After getting to a bottleneck 
								Ali stepped in and with lots of effort we were able to create
								the first enemy. After creating the Ranged enemy, we found 
								that the performance of the 
								A* algorithm was not optimized enough.
								
								I personally created the Boss Ultron with his behavior and 
								3 base attacks, the Cluster Bullet, the Bullet Storm and the 
								Laser Beam to later add the Rain projectile attack first itteration.
								
								At the same time, multiple bugs were solved such as agent rotation and misbehaviors of the ranged enemy. Then the scrum group focused on polishing the enemies behaviors while Albert focused on the boss. Multiple tweeks were made thanks to the feedback given during the multiple playtests, as well as visual improvements such as new textures and animations.
								
								So when the enemies were nearly over I stepped into the Particle scrum group to help end the list of particles that were missing. In this period i made multiple particles such as: the abduction of the player, the bullet collisions on wall and on enemy/player, buff particle, crio tank glass, buff triggering and stars particles. More bugs have been solved, to finally release the game.