CARLOS GUTIERREZ
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    • PREY MOONCRASH
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      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
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      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
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DEVIATION GAMES UNNANNOUNCED PROJECT (Senior AI Engineer)


Summary
  • Owned and implemented NPC Behavior Action System
    • Governs how all NPCs behave when spawned, scripted, or in reaction to stimuli and game state
    • Written in an expressive and easy to understand format with a data driven front end and visual debugger
    • Allows programmers and designers to implement and use behaviors through Blueprint or C++
    • Enables combining and prioritizing of existing implemented actions to rapidly implement new NPC behavior sets
    • Closely collaborated with designers to rapidly iterate based on evolving needs of system and their feedback
    • Elegantly handles both systemic behaviors and designer scripted behaviors as well as transitions between the two
    • Created system proactively instead of continuing iteration on existing systems that weren’t working for games needs
  • Collaborated with third party vendors, integrating their updates, setting direction for next deliverables, testing changes
  • Implemented NPC abilities with Gameplay Ability System, including logic, animation/VFX hookups, and gameplay cues
  • Implemented jumping and ledge drop navigation and pathing for NPCs
  • Primary owner and point of contact for several unique NPCs different locomotion, body types, behaviors, and more

Copyright © 2020
  • Home
  • Professional Work
    • DEVIATION GAMES UNNANOUNCED PROJECT
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me