This programmer will be responsible for anything related to NPC behavior tech. They will have shared responsibility for maintaining, debugging, and improving anything related to NPC behaviors, including combat and NPC coordination and collaboration, systemic NPCs reactions to elements (fire, poison, etc.) and any other significant in-game event, and working on unique behaviors for archetypes. The role also involves making NPCs understandable and believable, with an emphasis on animation. The programmer will work in C++ and behavior trees, both to build AI behaviors and building user-friendly and reliable nodes. They should have a knack for AI and game design and be very quality focused, regularly playing the game, giving feedback, and iterating on their own features. The role requires comfort working closely with animators and the systems they use, and proactively updating the AI leadership team about potentially unidentified work, such as missing features and/or performance issues and working on them.
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Job Type
Full-time
Career Level
Mid Level