About me
Game AI Programmer specializing in agent behavior systems and combat AI in Unreal Engine.
Been in game development since 2021, working across gameplay systems, multiplayer, and console porting. After a few years as a generalist Unreal developer leading teams and shipping multi-platform titles, I moved into AI programming where I build intelligent agent behaviors that create meaningful gameplay challenges and interactions.
Day to day I'm writing AI behaviors in C++, prototyping quickly to test ideas, and working with directors to nail the feel we're after. I build both the individual behaviors and the systems that support them, extending Unreal's AI tools where needed. My technical background covers Behavior Trees, EQS, AIControllers, NavMesh and navigation systems, perception and sensing, movement components and pathfinding, animation integration for AI, GAS, multiplayer architecture, and cross-platform optimization for PlayStation, Xbox, Switch, and PC.
I work through rapid prototyping and iteration, getting something playable fast then refining based on feedback. Deep knowledge of C++ and Unreal Engine, shipped titles across multiple platforms, focused on performance and maintainable code.
What i'm doing
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Combat AI & Agent Behaviors
Architecting intelligent enemy AI through advanced Behavior Trees, EQS queries, and custom decision-making systems that deliver tactical depth and memorable combat encounters across diverse gameplay scenarios.
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Multiplayer & AI Systems
Engineering networked AI with seamless state replication and authority handling. Integrating GAS, EOS, and cloud services to deliver scalable multiplayer experiences with responsive AI across all platforms.
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AI Systems Architecture
Building scalable AI frameworks with modular perception, navigation, and decision systems. Extending Unreal's AI toolset through data-driven design that empowers designers and maintains code quality at scale.
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Rapid Prototyping & Optimization
Rapidly iterating on AI behaviors in C++ to validate design concepts, then optimizing for performance budgets across PlayStation, Xbox, Switch, and PC through profiling-driven development practices.