As a lead programmer, I was responsible for developing key game components and checking the code of other programmers in the team. Further for a brief while I delved into the field of AI programming with behaviour trees of Unreal to implement the enemy AI.
I implemented the physical behaviour of the stones that orbit the player and a couple of the attacks the player can do. Something to note here, is that I implemented an aim assist that secretly helps the player when throwing stones at the enemies to improve the feeling of the game.
Deviating from the programming role I developed the enemies which included the behaviour trees of Unreal. Lacking any feeling of how difficult the enemies should be to kill I promptly implemented a tactical death squad AI. In a subsequent playtest we discovered that the enemies could be manageable for some of our best VR players but were a little overkill for a beginner or intermediate VR player. Therefore the AI was toned down a little bit to allow less VR experienced players to enjoy the game too.