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