CARLOS GUTIERREZ
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    • PREY MOONCRASH
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      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
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PREY (AI/Gameplay Engineer)

​Official Website

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

Copyright © 2020
  • Home
  • Professional Work
    • 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