Senior Ai Programmer
Finland
AI for Quantum break** Gameplay:- a fleet of different enemies and friendlies- unique shooting paterns for each weapon- seamless cinematic near miss functionality- 3 alertness levels with unique behaviours- fully dynamic, AI works out of the box, place and play- dynamic slotting to keep battles interesting even when the player is outnumbered- collaborative behaviors, flank, cover fire..** Architecture:- a blackboard is at the heart of the AI, subsystems share data in an unified and efficient manner. It allows for modular components, moving dependency from Api to data.- environment analizis and spacial awareness, team placements- dynamic cover detection and selection, handles dynamically breakable covers and rapidly changing battlefield configuration** Control:- Scripted support, Action Points, Smart Objects.- Custom behavior tree developed in house using Xaitment (now iOpener): - visual editing, everyone can see what the AI is doing - reload the brains at runtime for quick iteration - live debugging, place breakpoints in the decision making - hybrid execution, time based updates and event based partial update - actions requested by the brains are implemented efficiently in c++**Movement: partnered with the amazing Gameware Navigation team there- robust nav-mesh generation, dynamic nav mesh, - animation driven locomotion, spline based paths, quatilty constraints on the splines to ensure they are navigable at target speed- start and end point constaints for smooth transitons when and arrive from the appropriate direction- good dynamic obstacle avoidance- a sector based channel: brings more information about the route, it's possible to detect tigh spots or sharp turns- tactical path finding: Enemies navigate on the covered side of the walls and approach with more paths that look more natural- danger areas, prefer avoiding spots where friendly died recently