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NPC AI Programmer

Simulated Minds (UE 4.27, Plastic Battlegrounds)

RemoteremotePosted 2 months ago

// REQUIRED SKILLS

unrealc++pcvrar
// JOB DESCRIPTION

**Responsibilities**

If you're passionate about smart combat NPCs like those seen in Halo, FEAR or AI directors of games of RTS's, L4D and want to see intelligent NPC behaviors come to life in a battle simulator, this is the job for you!

Full position details here:

https://docs.google.com/document/d/1RB8XpbV3OdHUnwQJShYYJnp6ryoXZyir5P5EAgIudjU/edit?tab=t.0

AI features you may be working on:

  • Be able to prone
  • Grenade throwing
  • Be able to switch to other weapons in inventory
  • Search for enemy last seen location and search for them
  • Find cover, especially if in danger
  • Variations of NPC behaviors: Medic AI, *Unarmed AI
  • Patrol between two points
  • Surrendering logic
  • Can mount MG’s, wheeled vehicles, mortars, etc
  • Prioritize enemies depending on type of soldier (bazooka soldier shoots tanks, etc)
  • Evasive reactions (rolls) if grenade incoming
  • Damage reaction animation implementation
  • Implementing Jeep NPC logic - we already have a working jeep, but it needs combat mechanics’
  • Basic AI Director
  • **Qualifications**

  • Ideally you're passionate about AI NPC behaviors and seeing smart NPCs particularly combat NPCs
  • Someone who listens to feedback well and is open minded. Willing to collaborate closely to make great NPCs
  • Communicates consistently, with honesty, with regular reports and progress
  • Clean scalable code that is easily read and tweaked
  • Having VR is optional since the AI can be worked on without it, though it is nice to have to test fighting against them as a player
  • Strong background in UE 4.27
  • Info about our systems:

  • We do not use Behavior Trees, EQS, character movement component, or any Unreal Engine AI tools in general because these systems have an inherent performance overhead
  • For example, AI in our game move using Find Path to Location Synchronously

  • We have an existing Optimized NPC you may be improving upon made entirely in BP. Open to C++ as long as it can be interfaced with in BP
  • The AI should continue to perform optimally even in large numbers since it runs on Quest 2 hardware
  • **How to Apply**

    Email [email protected] your interest along with what makes you think you are qualified or passionate about AI NPC's!

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