PREY (AI/Gameplay Engineer)
Summary
- Collaborated with designers and producers to iterate on features and establish feature requirements and deliverables
- Primary Owner and point of contact for programming needs related to Phantoms, Technopath, Weaver, and Human NPCs
- Owned and implemented numerous core NPC behaviors, including Combat, Search, Hunt
- Implemented behaviors and special attributes for Phantom, Mimic, Technopath, Telepath, Human, Weaver, and Nightmare
- Developed and owned combat abilities and ability logic for all NPCs
- Owned and implemented Combat Role Manager to manage multiple NPCs roles fighting a target
- Owned and developed Unreachable Targeting System - finds attack position when target moves to an unreachable location
- Added hotloading and multi-select functionality to CryEngine Library editor, improving designer iteration time
- Implemented numerous scripting and behavior interfaces for designers to use when scripting NPCs
- Set up interfaces and integrated work from other departments (such as animation, sound, VFX) into NPCs
- Guided ramp-up for new contractors learning NPC behavior, perception, special attribute, and ability systems