PREY (AI/Gameplay Engineer) - Arkane Studios
Summary
- Collaborated with designers and producers to establish feature requirements, set deliverables, and rapidly iterate on features
- Primary owner and point of contact for programming needs related to Phantoms, Technopath, Weaver, and Human NPCs
- Owned and implemented core NPC behaviors, including Hide, Combat, Search, and Hunt
- Implemented behaviors and special attributes for Phantom, Mimic, Technopath, Telepath, Human, Weaver, and Nightmare
- Pitched, Designed, and Implemented combat behaviors for Phantoms and variants.
- Responded to a need for more dynamic combat behavior for Phantoms, designed and implemented dynamic attack approach that melded ranged and melee combat approaches and positional changes to keep players on their toes
- 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
- Delegated roles such as melee, ranged, taunting with dynamic switching based on situation and position changes
- Owned and developed Unreachable Targeting System
- Enables NPCs to find an attack position when target moves to an unreachable location to damage or dislodge them
- 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