Principal Gameplay/AI Programmer specializing in game AI and gameplay systems
London/ZurichPrincipal AI Programmer18 years experiencePrincipalVideo GamesVirtual RealityMobile Gaming
ScreenedIdentity Verified
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About
Gameplay/AI engineer with end-to-end ownership of racing-sim AI (fair physics parity, competitive overtaking) and strong iteration tooling (live tuning + config). Has shipped networked VR multiplayer work at Ready At Dawn, including a consensus-style goal validation approach to reconcile non-deterministic replication/smoothing discrepancies, plus experience with Havok/Bullet, spline math (Catmull-Rom), and complex creature/boss animation behaviors.
Experience
Principal AI ProgrammerStraight4
Software Engineer (IC4)Meta
Senior Software EngineerStatespace
General ProgrammerOut of the Park Developments
Principal AI ProgrammerSlightly Mad Studios
General ProgrammerGameloft
VG Creator, Nintendo DSVG Creator
DeValley Entertainment, Java MobileDeValley Entertainment
Education
In'Tech INFObachelor, Software Engineering (2007)
Key Strengths
Owned end-to-end AI behavior/logic for a racing simulation title
Built live tuning tooling and config system to iterate AI parameters in-game
Strong debugging/diagnostics workflow using automated runs and visual debug instrumentation
Designed fair-but-competitive AI using equivalent physics and predictive risk-taking
Solved VR multiplayer goal-validation discrepancies caused by non-deterministic replication via client voting + peer arbitration
Mitigated poor-network divergence with interpolation and controlled teleports (including temporary collision disabling)
Implemented spline-based AI pathing/authoring using Catmull-Rom with unit-test validation
Extended animation/behavior systems for complex bosses and non-bipedal creatures in VR contexts
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