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(Mis à jour 2021-04-22)Senior Unreal Engine AI Engineer
Málaga, Spain
Natif French, Spanish, Courant English
- 8 years of C++ professional experience
- Artificial Intelligence
- 7 years of Unreal Engine experience
Compétences (29)
DEBUG
SCRIPTING
GAMEPLAY
DOCUMENTATION
INTERACTIVE MEDIA
FPS
Game Development
BLUEPRINT
JSON
BLUEPRINTS
REAL-TIME
Software Engineering
OPTIMIZATION
C++
Kanban
GAME DESIGN
QA
CLIENT/SERVER
LINGUISTIC
Git
SVN
TELEMETRY
INTRANET
JavaScript
Subversion
C#
HTML
ANIMATION
FRONT-END
Expérience professionnelle
Senior C++ Programmer
AntiMatter Games
2020-02 - 2020-05
IGI: Origins https://www.antimattergames.com/
Unreal Engine 4
Single-Player FPS. Stealth game with advanced combat AIs. Sole full time programmer working with 5 Level Designers and 2
Gameplay designers. Target platform is Steam. Main AI, Gameplay, Engine and Programmer, AI Designer.
• Refactored AI early prototype made by a designer.
• Extensive use of AI Perception, EQS and Behaviour Trees.
• Customizable and context dependent Perception Strengths for each AI character and target. Player Skeletal Mesh bones are
also used for a very detailed Sight detection. AI Teams and Attitudes are managed by the Perception system. 4 different AI
teams up to date.
• Designed and implemented a dynamic Detection Percentage system that can grow depending on noise and sight stimuli.
Different states, animations, etc. can be triggered setting thresholds.
• Designed and Implemented a dynamic "Light Exposure" system, to modify the AI Perception Strength of the player. Several
skeletal bones are used for this exposure calculation.
• Implemented a dynamic "AI difficulty" system based on a single continuous value that can increase or decrease (as a result of the AI current state) inside a fixed range, which in turn will modify a set of values from the AI or trigger actions at key points.
• Started the Design a Squad manager for a group AI decision making and communications for player feedback.
• Started the Design of an advanced Squad/Combat decision system, using "Utility" and GOAP-like theories.
• Started the Design of Smart Objects system to be used by AI.
• Extensive use and customization of tools to debug AI and Gameplay: Gameplay Debugger, Visual Logger, custom
commands, etc. as main AI debugging tools.
• Writing of technical documents as well as participating in the design ones.
Unreal Engine 4
Single-Player FPS. Stealth game with advanced combat AIs. Sole full time programmer working with 5 Level Designers and 2
Gameplay designers. Target platform is Steam. Main AI, Gameplay, Engine and Programmer, AI Designer.
• Refactored AI early prototype made by a designer.
• Extensive use of AI Perception, EQS and Behaviour Trees.
• Customizable and context dependent Perception Strengths for each AI character and target. Player Skeletal Mesh bones are
also used for a very detailed Sight detection. AI Teams and Attitudes are managed by the Perception system. 4 different AI
teams up to date.
• Designed and implemented a dynamic Detection Percentage system that can grow depending on noise and sight stimuli.
Different states, animations, etc. can be triggered setting thresholds.
• Designed and Implemented a dynamic "Light Exposure" system, to modify the AI Perception Strength of the player. Several
skeletal bones are used for this exposure calculation.
• Implemented a dynamic "AI difficulty" system based on a single continuous value that can increase or decrease (as a result of the AI current state) inside a fixed range, which in turn will modify a set of values from the AI or trigger actions at key points.
• Started the Design a Squad manager for a group AI decision making and communications for player feedback.
• Started the Design of an advanced Squad/Combat decision system, using "Utility" and GOAP-like theories.
• Started the Design of Smart Objects system to be used by AI.
• Extensive use and customization of tools to debug AI and Gameplay: Gameplay Debugger, Visual Logger, custom
commands, etc. as main AI debugging tools.
• Writing of technical documents as well as participating in the design ones.
Senior C++ Programmer
DR Studios
2019-07 - 2019-12
Unannounced Console FPS http://www.drstudios.co.uk
Unreal Engine 4
Multiplayer FPS. 4 players cooperative game against AI. Target platforms are PS4 and Xbox One with a possible port to Windows. Free to play. Team of around 25 developers with 6 of them programmers.
• Helped Lead programmer to refactor and fix structural and online issues. Assisted the team with Unreal Engine.
• Main AI Developer. Performance monitoring and reverse engineering of 1 to 2 years of AI code and blueprints
- Fix of performance issues. Refactored AI Controllers and created new behaviour trees and nodes.
- Made a Squad manager that controls tens of AIs and makes them march in formation. The agents are as simple as
possible to allow the maximum amount of them, the Squad Manager decides for them and populates its orders to the squad.
- These changes allow an Increase of the number of simultaneous combat AIs from 15 to potentially more than 200.
- Assisted QA developing tools to debug AI and Gameplay: A customised Gameplay Debugger, a complete Visual
Logger, custom commands, etc.
- Assisted the Code and Design team about AI and combat behaviours, wrote technical documents as well as participated in the design Wiki.
Unreal Engine 4
Multiplayer FPS. 4 players cooperative game against AI. Target platforms are PS4 and Xbox One with a possible port to Windows. Free to play. Team of around 25 developers with 6 of them programmers.
• Helped Lead programmer to refactor and fix structural and online issues. Assisted the team with Unreal Engine.
• Main AI Developer. Performance monitoring and reverse engineering of 1 to 2 years of AI code and blueprints
- Fix of performance issues. Refactored AI Controllers and created new behaviour trees and nodes.
- Made a Squad manager that controls tens of AIs and makes them march in formation. The agents are as simple as
possible to allow the maximum amount of them, the Squad Manager decides for them and populates its orders to the squad.
- These changes allow an Increase of the number of simultaneous combat AIs from 15 to potentially more than 200.
- Assisted QA developing tools to debug AI and Gameplay: A customised Gameplay Debugger, a complete Visual
Logger, custom commands, etc.
- Assisted the Code and Design team about AI and combat behaviours, wrote technical documents as well as participated in the design Wiki.
Senior C++ Programmer
FUNSOLVE
2018-06 - 2019-07
Jumanji: The Videogame http://www.funsolve.com
Unreal Engine 4
Multiplayer Third Person Shooter. 4 players cooperative game against AI. Target platforms are Steam, PS4, Switch and Xbox
One. Split screen.
• Participated in the game from almost its beginning, as part of a small team with initially only the Lead Programmer and me
which later grew up to 4 programmers. Gameplay, Engine, Network, Integration
• Main AI Developer. Made 8 human combat AIs with Behavior Trees, Unreal's senses and dynamic Navmesh. Ready for tens
of simultaneous enemy AIs as well as player bots. Made most of the AI design and combat behaviors technical document.
- Central combat AI manager that keeps track of the targeted characters for a more balanced experience.
- Cover combat and wave spawn systems. AI players following, enemy targeting and cover point selection algorithms.
- Obstacle avoidance with Detour and custom algorithms.
• Refactored into C++ and optimized most of the early proof of concept made by the Lead programmer in Blueprint. Analyzed
and redesigned the code architecture and data structures to improve reusability and modularity.
• Mai Integrator of PS4 and Switch, configuring the Engine, the consoles and the online services. Responsible of compiling a
custom distributable build and configure Unreal Engine.
• Main Online developer, subsystem configuration for Listen server, variables replication and RPCs.
• Helped fellow programmers and other team members with Unreal Engine's framework, structure, C++, Blueprints
Unreal Engine 4
Multiplayer Third Person Shooter. 4 players cooperative game against AI. Target platforms are Steam, PS4, Switch and Xbox
One. Split screen.
• Participated in the game from almost its beginning, as part of a small team with initially only the Lead Programmer and me
which later grew up to 4 programmers. Gameplay, Engine, Network, Integration
• Main AI Developer. Made 8 human combat AIs with Behavior Trees, Unreal's senses and dynamic Navmesh. Ready for tens
of simultaneous enemy AIs as well as player bots. Made most of the AI design and combat behaviors technical document.
- Central combat AI manager that keeps track of the targeted characters for a more balanced experience.
- Cover combat and wave spawn systems. AI players following, enemy targeting and cover point selection algorithms.
- Obstacle avoidance with Detour and custom algorithms.
• Refactored into C++ and optimized most of the early proof of concept made by the Lead programmer in Blueprint. Analyzed
and redesigned the code architecture and data structures to improve reusability and modularity.
• Mai Integrator of PS4 and Switch, configuring the Engine, the consoles and the online services. Responsible of compiling a
custom distributable build and configure Unreal Engine.
• Main Online developer, subsystem configuration for Listen server, variables replication and RPCs.
• Helped fellow programmers and other team members with Unreal Engine's framework, structure, C++, Blueprints
Lead C++ Programmer
COSMOAV
2017-11 - 2018-06
VR R&D Demo http://www.whatsit.fr
Unreal Engine 4
Collaborative Virtual Reality Editor/Preview showroom for spectacle professionals and investors, especially Videomapping,
Fireworks, Drone choreography, camera and light simulation.
• Team of 2 programmers, I designed the architecture and documentation for an online multiuser VR editor system.
• Implemented Unreal networking sessions and beacons system. For static servers, lobby, parties, friends, invites and VoIP.
• Studied non-Steam Client/Server implementations and services (such as AWS) for game server, secure storage and transmission of data and high definition media, and secure login system.
• Management tasks, implemented a "Scrumban" system with Kanban boards and team collaboration tools, such as an intranet
server GitLab repository, Flock, Trello and TeamGantt.
Unreal Engine 4
Collaborative Virtual Reality Editor/Preview showroom for spectacle professionals and investors, especially Videomapping,
Fireworks, Drone choreography, camera and light simulation.
• Team of 2 programmers, I designed the architecture and documentation for an online multiuser VR editor system.
• Implemented Unreal networking sessions and beacons system. For static servers, lobby, parties, friends, invites and VoIP.
• Studied non-Steam Client/Server implementations and services (such as AWS) for game server, secure storage and transmission of data and high definition media, and secure login system.
• Management tasks, implemented a "Scrumban" system with Kanban boards and team collaboration tools, such as an intranet
server GitLab repository, Flock, Trello and TeamGantt.
Junior AI C++ Prgrammer
Ubisoft
2017-09 - 2017-10
The Crew 2 https://thecrew-game.ubisoft.com/the-crew-2/ Babel Engine
Multiplayer Car Racing game. Debug of AI features such as pathfinding and navigation mesh errors.
Multiplayer Car Racing game. Debug of AI features such as pathfinding and navigation mesh errors.
C++ Programmer
Palomino Studio
2017-01 - 2017-06
Huge Bang Bang http://www.hugebangbang.com
Unreal Engine 4
2D MOBA with RPG elements, such as character and weapon customization, for Steam. Game is in mid-alpha stage.
• Gameplay programming. Porting of the Blueprint demo version to C++.
• Made the Behavior Trees for the 2 different NPCs. Optimized Unreal networking (structures and replication), architecture and data structures.
Unreal Engine 4
2D MOBA with RPG elements, such as character and weapon customization, for Steam. Game is in mid-alpha stage.
• Gameplay programming. Porting of the Blueprint demo version to C++.
• Made the Behavior Trees for the 2 different NPCs. Optimized Unreal networking (structures and replication), architecture and data structures.
C#/C++ Programmer
Virtually Live, Málaga (SP)
2016-04 - 2016-10
Formula-E http://virtuallylive.com
Unity 5 / Unreal Engine 4
Virtual reality project that puts the customer inside a 3D world that reproduces real Formula-E races. In partnership with FIA.
• Worked on the main Unity 5 project. Scripting, integrating assets and Real-time Json parsing. Improving data telemetry
exploitation with 3D curves optimization and vehicle physics research.
• Made a working Unreal Engine 4 port as a demo of the app on this engine.
Unity 5 / Unreal Engine 4
Virtual reality project that puts the customer inside a 3D world that reproduces real Formula-E races. In partnership with FIA.
• Worked on the main Unity 5 project. Scripting, integrating assets and Real-time Json parsing. Improving data telemetry
exploitation with 3D curves optimization and vehicle physics research.
• Made a working Unreal Engine 4 port as a demo of the app on this engine.
C++ Programmer
CNAM-ENJMIN
2015-11 - 2016-04
Broken mind http://brokenmind-game.com
Unreal Engine
Unreal Engine 4, team of 12.
AI/Gameplay programmer. Three UE4 behavior trees. Wwise, animation and FlipBook integration.
Unreal Engine
Unreal Engine 4, team of 12.
AI/Gameplay programmer. Three UE4 behavior trees. Wwise, animation and FlipBook integration.
C++ Programmer
CNAM-ENJMIN/Masa Group
2015-07 - 2015-10
Ville Emergente http://masa-group.biz/projects/octavia/
Unity 4
Integration of the Masa Life Scenes with Smart Zones features. Team of 6, Masa Life plugin & editor.
AI/Gameplay programmer with RAIN AI and Masa Life, Comparing a predefined behavior in two different systems. Wwise
integration with Convolver plugin.
Unity 4
Integration of the Masa Life Scenes with Smart Zones features. Team of 6, Masa Life plugin & editor.
AI/Gameplay programmer with RAIN AI and Masa Life, Comparing a predefined behavior in two different systems. Wwise
integration with Convolver plugin.
C# Programmer
CNAM-ENJMIN
2015-03 - 2015-06
Hatarake! https://sypher.itch.io/hatarake
Unity 5
2D game, team of 4.
AI and gameplay programmer, asset integration. Helped with game design. RAIN AI plugin for behavior trees and real-time
navigation mesh. Three different behaviors, dozens of simultaneous characters.
Unity 5
2D game, team of 4.
AI and gameplay programmer, asset integration. Helped with game design. RAIN AI plugin for behavior trees and real-time
navigation mesh. Three different behaviors, dozens of simultaneous characters.
C++ Programmer, Blender modeler
Self-made, Zaragoza (SP)
2013-01 - 2013-01
3D Chess game https://www.gnunez.org
OGRE3D
Open Source multiplatform game. Artificial Intelligence with Negamax search tree. MVVM design pattern.
Cmake auto dependency search and build on target platform. Full documentation with UML charts.
C++ Libraries: OGRE3D, OIS, LibRocket, Boost. Other tools: QT Creator, Cmake, Blender, Android NDK.
OGRE3D
Open Source multiplatform game. Artificial Intelligence with Negamax search tree. MVVM design pattern.
Cmake auto dependency search and build on target platform. Full documentation with UML charts.
C++ Libraries: OGRE3D, OIS, LibRocket, Boost. Other tools: QT Creator, Cmake, Blender, Android NDK.
Java EE Analyst/Developer
Sopra Group
2011-01 - 2011-07
Specifications, user manual, unit test documents, static program analysis by code review. Front-end, Shell scripting. Back-end,
technical and functional documents, leader support.
technical and functional documents, leader support.
AAA Videogames Linguistic Tester (Spanish)
U-TRAX
2010-06 - 2010-12
QA linguistic testing and correction for console AAA titles (Just Dance, MAG, PvZ ). Bug tracking with Devtrack and JIRA.
Java EE Analyst/Developer
CNASEA
2008-06 - 2009-08
Governmental subsidy application.
Junior/Senior Java EE Developer
EDS, Zaragoza
2006-08 - 2008-06
Online banking application for customers.
Student and self-made projects/Internships
Zaragoza (SP)
2002-01 - 2006-08
Downloads and source codes for my games can be found at my website.
Parcours scolaire
Master of Video
CNAM
2021-04 - 2014-01
Bachelor of Software Engineering
Universidad de Zaragoza
2001-01 - 2004-01