[CONTRACT] Combat Plane NPC Programmer – Unreal Engine 4.27

I’m Kami, the lead developer and founder of Simulated Minds LLC, a game studio focused on advanced AI NPCs and immersive combat-based sandbox/strategy games. We released a game called Plastic Battlegrounds, a VR toy soldier sandbox that was in the list of Top Seller games on the Meta Quest Store in 2025!

We are now looking for someone to program plane NPCs / aircraft AI for Plastic Battlegrounds. These planes should be able to fly around the map, strafe ground targets, dogfight other planes, be physically interactible (these are flying toy planes and you are often human sized) and generally perform well with versatility in a dynamic sandbox battlefield.

Plane NPC features:

  • Plane NPCs that can fly dynamically around the map
  • Strafing runs against ground targets such as soldiers, vehicles, objectives, or the player
  • Dogfighting logic against other aircraft
  • Smooth turning, banking, climbing, diving, and repositioning
  • Avoiding terrain, structures, and other aircraft
  • Patrolling or circling areas when idle
  • Target selection and prioritization depending on plane type
  • Physics based properties, because the player can be in god scale and swipe airplanes out of the sky. Or other planes or objects may hit the aircraft.
  • Breaking off from attack runs and re-engaging naturally
  • Evasive maneuvers when being shot at
  • Reacquiring lost targets or flying toward last known target locations
  • Different behavior types such as fighter planes, ground attack planes, bombers, etc
  • Optional bombing / rocket attack logic
  • Integrating plane AI with existing team, spawning, and damage systems
  • Making the aircraft feel cinematic and fun while still being lightweight and optimized
  • Optimizing the plane NPCs to run well on VR Quest hardware

Project Notes

  • We work in Unreal Engine 4.27
  • The project is mostly Blueprint based, although I am open to C++ as long as it can easily be interfaced with within BP to allow designers and myself to modify it
  • The aircraft AI should be modular enough that it could potentially be expanded later into drones, bombers, or other flying vehicles

Skills Preferred:

  • Someone who has experience with vehicle AI, flying AI, combat AI, or custom movement systems
  • Strong Unreal Engine Blueprint experience
  • C++ is a bonus, especially if used for optimization while still exposing important values to BP
  • Someone who intuitive understands what makes NPC planes feel satisfying: steering behavior, pursuit, evasion, attack runs, and believable movement
  • 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 planes can be worked on without it, though it is nice to have to test fighting against them as a player

Bonus Questions: Include responses to these questions in your message for stronger consideration (you can answer some or all of them):

  1. Have you ever worked on flying AI, vehicle AI, or custom movement systems before?
  2. How would you approach making a plane NPC perform a strafing run on a moving ground target?
  3. In general, what makes you feel like you are best suited for this job?

If interested, email us at:

Simulatedmindsinc@gmail.com

Include resume and portfolio of prior work if relevant. Please also state where you found this contract listing so I know how you found it.

Looking forward to talking with you.

Hey! I specialize in creating 3D models and game assets and I’d love to bring your plane NPCs to life with dynamic movement and cinematic visuals. I have experience in creating vehicles and action scenes that are optimized for VR platforms like the Meta Quest. I’m confident I can deliver high quality optimized 3D models that fit seamlessly into your game. What specific plane types or behaviors are you looking to prioritize in your NPCs?

DISCORD: bimplee

MY PAST WORK: ArtStation - Mitsubishi Heavy Industries MU-2 for Microsoft Flight Simulator

Hi I’m a UE and blender 3d designer and animator, I have 4 years of experience and done over 20 contracting jobs with projects in various industries including gaming, nfts, and shortfilms.

Dm me on discord for more info and past work:

4sta_

https://drive.google.com/file/d/1XGhQEOh469hV3Dk0k8oh07FHl_kmuE_m/view?t=0.18069129157811403

Hey, I am interested in this project, my portfolio is on https://betterquests.com

Have you ever worked on flying AI, vehicle AI, or custom movement systems before?

Yes. I have worked on related AI and custom movement systems, although some of the relevant project details are covered by an NDA. I can still discuss the general architecture, implementation approach, and technical challenges involved.

How would you approach making a plane NPC perform a strafing run on a moving ground target?

I would separate the system into flight movement, target prediction, attack coordination, and weapon control.

The plane would track the target’s current position and velocity, then calculate a predicted interception point:

Predicted Position = Current Position + Velocity × Prediction Time

The prediction would be continuously updated while the aircraft approaches, but locked or constrained during the final attack phase to avoid unstable course corrections.

I would implement the behavior as a state machine:

Idle → Searching → Integrating → Waiting for Clearance → Approaching → Attacking → Exiting → Assessing → Returning / Reattacking / Aborted

This also reflects the basic real-world doctrinal sequence:

Identify → Integrate → Clear → Attack Once → Exit → Assess → Reattack Only If Necessary

The main commands or actions required would be:

  • SetTarget

  • PredictTargetPosition

  • MoveToPoint

  • FaceTarget

  • RequestAttackClearance

  • StartAttackRun

  • StartFiring

  • StopFiring

  • ExitArea

  • ReportAttackComplete

  • AssessTarget

  • ReturnToBase

  • AbortAttack

A separate attack coordinator could reserve attack lanes, prevent multiple aircraft from entering the same run simultaneously, manage friendly-fire restrictions, and decide whether another pass is required.

In general, what makes you feel like you are best suited for this job?

I have a technical background that includes studying physics, professional Unreal Engine experience, and a strong interest in military doctrine and vehicle behavior.

This combination helps me approach the problem from both sides: the underlying movement and prediction logic, and the higher-level behavioral structure that makes the aircraft appear deliberate rather than simply flying toward a target and firing.

I am also used to breaking complex systems into clear, testable states and building them iteratively in Unreal Engine.