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.

Resume

Language proficiency

  1. Portuguese

    Native

  2. English

    Fluent

Experience

  1. Game AI Programmer

    December 2025 — Present

    Affray Interactive

    Designing and implementing combat AI behaviors for anomalous SCP entities using C++ and Unreal AI Tools, creating tactical challenges through custom AI systems and unique enemy patterns. Rapidly prototyping enemy behaviors and building custom AI systems to support unique entity patterns. Working with Behavior Trees, AIControllers, EQS, NavMesh, Perception Systems, and Animation Integration to create intelligent and engaging AI opponents. Collaborating with design and art teams to deliver AI that matches the game's vision while maintaining performance across platforms.

  2. Lead Game Programmer

    May 2024 — November 2025

    MNSTR Studio

    Worked as a Gameplay Programmer and Core Game System Programmer, enhancing system communication and overall gameplay. Led the console porting process for PlayStation, Xbox, Switch, and PC. Provided technical guidance to junior developers, improving task delivery and overall team performance. Presented Fatal Run 2089 at GamesCom 2025 on the Epic Games stage, representing the studio and showcasing the game's technical achievements to the international gaming community.

  3. Game Programmer

    Aug 2023 — May 2024

    Main Leaf Games

    Collaborated in a multicultural team environment, coordinating with professionals from diverse backgrounds to deliver a seamless metaverse experience. Developed and optimized gameplay systems using Unreal Engine and C++, integrating UI, VFX, animations, and sound assets for a polished product. Planned and documented features using UML (Unified Modeling Language), ensuring clarity and scalability in implementation. Integrated Vivox for real-time communication and Epic Online Services (EOS) for session management, supporting a cross-platform ecosystem. Conducted performance profiling and optimization, enhancing functionality and user experience.

  4. Game Programmer

    June 2022 — July 2023

    Animus Game Studio

    Developed gameplay systems, UI, multiplayer mechanics, VFX, and sound implementation using Unreal Engine, Godot, and C++. Acted in both solo and team-based capacities, contributing to all aspects of game development, including architecture design and optimization. Delivered scalable and engaging solutions for diverse game genres, ensuring quality and performance through profiling and testing. Collaborated closely with art and design teams to align technical implementation with creative vision.

  5. XR Developer

    July 2021 — June 2022

    PlanXP

    Designed and developed immersive AR and VR applications using Unity and C#, integrating advanced features like hand tracking and computer vision with OpenCV. Implemented efficient pipelines for app development, optimizing performance across mobile and VR platforms. Played a key role in creating user-friendly interfaces and functional back-end systems, ensuring a seamless end-user experience. Worked closely with project managers and 3D artists, delivering solutions that met technical and creative requirements.

  6. Computer Vision Researcher

    July 2021 — July 2022

    LAMIA - Data Science & Computer Vision for Industry

    Responsible for the development of educational games; Computer vision researcher and bootcamp planning leader for the Computer Vision and Virtual Reality team.

Education

  1. Bachelor's Degree in Digital Games

    Mar 2022 — Aug 2024

    Descomplica

  2. Bachelor's Degree in Computer Science

    Feb 2018 — July 2022

    Universidade Tecnológica Federal do Paraná

    Undergraduate Research:
    - Implementation of a serialization module for graphic objects for 3D printing (Presented at SEI-SICITE 2019). Presentation of Scientific Article:
    - Comparison between Data Sorting Algorithms (Presented at Setac² 2019). Projects:
    - Education on Physics, Astronomy, and Fundamentals of Electricity.
    - Member of LAMIA - Laboratory of Machine Learning and Images Applied to Industry.

Courses

  1. Unreal Engine 5 C++ Multiplayer CRASH COURSE

    Certificate

    This Unreal Engine 5 C++ Multiplayer CRASH COURSE by Stephen Ulibarri provides comprehensive training on building multiplayer systems from scratch in C++. The course covers essential multiplayer concepts including network replication, client-server architecture, and synchronization. It focuses on implementing multiplayer features using Unreal Engine's networking framework and best practices for scalable online gameplay.

  2. Unreal Engine 5 C++ Multiplayer Shooter

    Certificate

    This Unreal Engine 5 C++ multiplayer shooter course provides in-depth training on developing networked first-person shooters. Key topics include matchmaking, network replication, lag compensation, and optimization techniques for high-performance multiplayer gameplay. The content covers the implementation of various gameplay mechanics, such as weapons, pickups, player actions, and HUD elements. It has a practical experience with Unreal Engine's Online Subsystem, custom game modes, match states, and session management for seamless online multiplayer integration.

  3. Confluence Fundamentals Badge

    Certificate

    Basic course to work with Confluence.

  4. Jira Fundamentals Badge

    Certificate

    Basic course to work with Jira.

  5. Unity Junior Programmer

    Certificate

    The Unity Junior Programmer Pathway validates skills and competencies to be a proficient junior programmer writing scripts in C# to create interactive experiences with the Unity Editor.

Portfolio

SCP: 5K

Platforms:

Steam

Description

SCP: 5K is a co-op or singleplayer tactical horror FPS project that puts players in the midst of a conspiracy where the SCP Foundation has turned on humanity. Enjoy Early Access as we continue to work towards a completed full release of the project!

Responsibilities

As Game AI Programmer on SCP: 5K, I design and implement combat AI behaviors for anomalous SCP entities using C++ and Unreal AI Tools. My work focuses on creating tactical challenges through custom AI systems and developing unique enemy patterns that bring the terrifying SCP entities to life.

I rapidly prototype enemy behaviors to test and iterate on gameplay ideas, building custom AI systems to support the unique patterns required for each anomalous entity. Working closely with directors and designers, I ensure the AI delivers the intended feel and challenge that matches the game's vision.

My technical work involves implementing systems using Behavior Trees, AIControllers, EQS (Environment Query System), NavMesh, Perception Systems, and Animation Integration. I collaborate with design and art teams to deliver AI that not only feels intelligent and engaging but also maintains optimal performance across all target platforms.

The role combines combat design with AI programming, requiring a deep understanding of both technical implementation and gameplay feel. Each SCP entity presents unique challenges, demanding custom solutions and creative approaches to make their behaviors feel authentic to their lore while being fun and challenging to fight against.

Technologies:

  • C++
  • Unreal Engine
  • Behavior Trees
  • AIControllers
  • EQS (Environment Query System)
  • NavMesh
  • Perception Systems
  • Animation Integration
  • Data-Driven Architecture
  • Performance Optimization

Portfolio

Fatal Run 2089

Platforms:

Steam Nintendo Switch PlayStation Xbox

Description

Atari's Fatal Run 2089 delivers over-the-top driving action across a post-apocalyptic landscape. You'll be drifting into hairpin turns while traveling at insane speeds across 20 levels, each with branching paths, shortcuts, and explosive set pieces.

The latest trailer for Fatal Run 2089 is now available on the official Xbox and PlayStation YouTube channels, as well as in the embedded video below. The game's original reveal trailer was previously featured on IGN and other news portals.

Responsibilities

In this role I primarily worked as a Gameplay Programmer and Core Game System Programmer, assisting junior developers with their tasks and improving the game's core, making the internal systems communicate better with each other. Furthermore, I was responsible for the porting to consoles.

GamesCom 2025 - Epic Games Stage

As Lead Unreal Developer at MNSTR Studio, I had the privilege of presenting Fatal Run 2089 at GamesCom 2025 on the Epic Games stage. Representing our programming team alongside my colleagues from design, art, and other disciplines, we showcased the game's technical achievements and creative vision to the international gaming community. This was a milestone moment for our studio, demonstrating our commitment to delivering a high-quality multi-platform experience.

Technologies:

  • C++
  • Unreal Engine 5.6
  • Blueprints
  • Chaos Physics
  • Chaos Vehicles
  • FMOD Studio
  • Epic Online Services (EOS)
  • OnlineSubsystemSteam
  • Steamworks SDK
  • Data Assets
  • Data Tables
  • Unreal Subsystems
  • Unreal Insights
  • Common Activatable Widgets

Portfolio

Ark Survival Ascended's Mod - Enclave

Platforms:

Steam PlayStation Xbox

Description

A once thriving civilization now lies in toxic ruins. The few survivors have sought refuge in the heights of abandoned buildings, far above the lethal gas and savage beasts. But the heights have their own dangers…

Enclave: Survival Skyward (ESS) brings a new aspect to ARK - the skies! The jungle is fuller than ever with dangerous animals and treasure, and bases are now built in tall reclaimed skyscrapers. Explore and climb these towers, build a strong base, and travel to other towers using risky ziplines or even parachute down from above!

ESS brings a greater degree of verticality than ever before. Now, battles and treasures are not just around you, but also above and below. Gather your team, create a sky castle, and protect it from everyone.

Claim the Skies - Claim and outfit your own skyscraper base with 120 new items. Extremely Dangerous - The jungle floor is now more dangerous than ever. All New Progression System - Completely revamped gameplay, emphasizing skyscraper base progression. Battle in the skies - PvP in the sky, skyscraper to skyscraper, tribe to tribe, for access to the biggest skyscrapers and best resources.

Responsibilities

I worked as Lead Developer on the successful update and refactor of the Enclave mod for ARK: Survival Ascended, leading the migration to the new ARK DevKit based on Unreal Engine 5.5. Throughout the project, I supervised the technical direction, coordinated the work of another developer, and collaborated closely with a producer to ensure smooth delivery.

My responsibilities included direct communication with the external client, managing development priorities, and ensuring code quality. While I did resolve several legacy bugs and implemented polish improvements, my main focus was overseeing the project and aligning efforts across the team.

The project was completed on time and successfully restored full functionality to the mod, ensuring compatibility with the latest game version and improving its overall stability and performance.

Technologies:

  • C++
  • Unreal Engine
  • Blueprints
  • Data Assets
  • Unreal Subsystems
  • Unreal Insights
  • ArkDevKit

Portfolio

xSPECTAR

Platforms:

Windows

Description

Introducing the open Metaverse, xSPECTARverse, a network of interconnected 3D worlds powered by Epic's Unreal Engine 5. Unleashing the unlimited potential for businesses, brands, and users to gather and participate in immersive experiences with stunning hyper-realism, and a seamless in-game economy.

Responsibilities

In my role within the Unreal Engine Metaverse Live Ops project, I play a pivotal role in orchestrating various critical components essential for its functionality and user experience. Central to my responsibilities is the integration of Vivox for real-time communication, enabling seamless interaction among users within the virtual environment. Leveraging Vivox's capabilities, I ensure that our platform fosters immersive and engaging social experiences.

Additionally, I handle the implementation of EOS (Epic Online Services) for efficient session management, ensuring seamless connectivity and synchronization across different instances of the metaverse. This involves designing and implementing backend mechanics using Unreal Engine's powerful subsystems, facilitating user authentication, data management, and server-client interactions to maintain the integrity and functionality of the virtual world.

Furthermore, I collaborate closely with an outsourcing team to integrate their API seamlessly into our project, enabling in-game transactions and economic interactions essential for the metaverse's dynamic ecosystem. This integration allows for a seamless experience for users engaging in various in-game activities and transactions.

Moreover, I serve as a liaison between the UI/UX design, game design, and art teams, ensuring the seamless integration of their work into the project. By coordinating efforts across these disciplines, I ensure consistency in the overall visual and interactive experience, enhancing user engagement and satisfaction within the metaverse.

Through meticulous coordination, technical expertise, and collaborative efforts, I contribute significantly to the creation of an immersive and dynamic virtual world within the Unreal Engine Metaverse Live Ops project, fostering meaningful interactions and experiences for our users.

Technologies:

  • C++
  • Unreal Engine
  • Blueprints
  • Data Assets
  • Unreal Subsystems
  • Unreal Insights
  • EOS
  • Vivox
  • GAS
  • EOS
  • Jira
  • Confluence
  • Azure
  • Playfab
  • Unity

Portfolio

Moon Tropica

Platforms:

Steam Windows Mac

Description

Moon Tropica is an expansive open world experience targeted towards the nostalgic feel of the classic games of your childhood while incorporating community, crypto culture and current events. Travel the islands, unlock quests, solve puzzles and conquer dungeons on your way to ever growing glory!

Players will be able to acquire digital real estate, craft valuable items/armor, obtain/upgrade weaponry and create a business storefront for monetization purposes. The native currency $CAH will be used to buy and sell assets in the Moon Tropica metaverse.

Responsibilities

At Moon Tropica, I worked mostly on UI/UX, collaborating with the art team to program the game's interfaces. This included elements such as the HUD, menus, chat windows, and pop-ups. Additionally, acted in some specific parts of gameplay, multiplayer and create a chat system.

Technologies:

  • C++
  • Unreal Engine
  • Blueprints
  • Data Assets
  • Unreal Subsystems
  • Unreal Insights
  • EOS
  • AWS

Portfolio

Boomer Shooter

Platforms:

Steam Nintendo Switch

Description

Currently being developed. The first trailer for the general public will be released soon. A Boomer Shooter being developed in Unreal Engine 5, having as main inspirations Hexen 2, Doom and other indie games from this wave of retro first-person shooters.

Responsibilities

Apart from the art, I worked on the entire front of the project, from gameplay, UI, Materials, VFX, Sound, Animations, Multiplayer and etc.

Technologies:

  • C++
  • Unreal Engine
  • Blueprints
  • Data Assets
  • Unreal Subsystems
  • Unreal Insights
  • EOS

Portfolio

Black Anvil

Platforms:

Windows Mac Android iOS

Description

In Black Anvil you'll find precious weapons, historical armors, and sacred objects. The only way to keep alive is surviving the fight.

We are a Trading Card Game where you choose a Dæmon and equip it with item cards. Each round is affected by the lunar phases, and the dice roll defines your attack and defense options.

Each card in the game is an NFT, you can create them using the crafting system or buy them directly from the marketplace.

Responsibilities

I acted as a solo developer for this internal project in which I was in charge of all the programming, being actively monitored by my tech lead throughout the project.

Technologies:

  • Godot
  • GDScript

Portfolio

Evoverse

Platforms:

Windows Mac Android

Description

EVOVERSE is a turn-based Blockchain game. It takes place in a futuristic universe where robots became conscious and started a migratory process across the vastness of the universe. Their goal is to collect and organize data about robot ancestors and the origin of the universe.

Responsibilities

At Evoverse I worked with 2 different development teams, one outsourced and the other internal. Acting in all parts of the project that relate to programming, from gameplay mechanics to the implementation of an MVC architecture on the UI's Screens.

Technologies:

  • Godot
  • GDScript
  • AWS
  • C#
  • AWS Lambdas
  • Playfab

Portfolio

Meu Rodapé Virtual Ruler

Platforms:

Android

Description

The app helps you visualize, in real time, how the baseboards and boiseries (also called half wheels or frames) of Meu Rodapé will look like in your home. The app also helps you with the quantities of products that are needed, making a complete reading of your environment. With that, he already tells you how many meters you need to buy to execute your project.

Responsibilities

I worked on creating the entire back end and front end of the application, from the entire augmented reality part to the programming of the UIs.

Technologies:

  • Unity
  • C#

Portfolio

Pilot Training in VR for Azul Airlines

Platforms:

MetaQuest

Description

Flight checklist training in VR for Azul Airlines pilots using Oculus Quest 2 with hand tracking.

Responsibilities

I worked 90% of the project's lifetime as a solo developer, working under the supervision of the project manager and in cooperation with the 3D artist. I participated in all stages of creation and functionalities of the application, which at the time used something quite innovative and had little documentation, which was hand tracking. Even though I had never worked with VR before, I managed to complete the project and secured a partnership between the company and Azul Airlines.

Technologies:

  • Unity
  • C#

Portfolio

Tintas Killing Smart Simulator

Platforms:

PlayStore iOS

Description

Real-time wall painting app using OpenCV in Unity.

Responsibilities

I worked on implementing the use of a plugin to use OpenCV in conjunction with Unity to project colors onto walls that were captured by the device's camera.

Technologies:

  • Unity
  • C#
  • OpenCV