I’m Kami, the lead developer and founder of Simulated Minds LLC, a game studio focused on advanced AI NPCs, immersive combat-based sandbox/strategy games. We released a VR game called Plastic Battlegrounds that reached #4 Top Seller on the Meta Quest Store! We have a strong foundation and systems that run well on low end hardware as well as a solid team comprised of about eight members who have been working together for a long time.
I’m now looking for a developer who is as passionate about advanced combat NPC AI as I am to make AI that behaves intelligently in combat scenarios. For a very long time I have been fascinated by smart AI in games like FEAR, Stalker, Halo and many other games that have dynamic NPCs that can react to the player in ways that are unpredictable in every combat scenario and allow for incredibly emergent gameplay. Up until now I was the primary programmer for AI but due to having to manage the company and handle other urgent development work, I’m hoping to find a developer who is as excited as I am about intelligent AI NPC behavior.
AI features you may be working on:
- AI that can flank enemies
- Take cover out of sight when fired at
- Coordinate assaults to attack simultaneously with their friendlies
- AI that can operate in varied environments (since the game is a sandbox involving many different contexts) from open fields to indoor close range battles
- Awareness: optimized perception system that can take into account their sight, sounds, etc
- Suppress the enemy (full automatic) at their last seen location
- Can panic and retreat or surrender if in an overwhelming situation
- AI Director/AI Commander: can manage squads of AI to tackle objectives
- Throw grenades if enemy is not visible or behind cover
- Can take into consideration various conditions like: how much danger they are in, number of enemies relative to allies, and behave accordingly (be more aggressive or defensive)
- Squad behaviors: can move in squads and tactically coordinate
- Mounted vehicles and weapon systems such as mortars, artillery, wheeled military vehicles with turrets, aircraft
How we program our AI and Project Notes
- It is done entirely in BP, although am open to C++ as long as it can easily be interfaced with within BP to allow designers and myself to modify it
- 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
- The AI should perform optimally even in large numbers. This is meant to run on the Quest 2 which uses a mobile chipset. This is very important to maintain.
- We work in UE 4.27, we are likely to stay in 4.27 due to the faster performance of UE4 and compatibility with various plugins we need for the game
Skills Preferred:
- 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
Bonus Questions: Include responses to these questions in your message for stronger consideration (answer some or all of them):
- What AI in games fascinates you most and why? Can include games I mentioned already.
- In general what makes you feel like you are best suited for this job?
- Choose one of the following questions to answer: From a high level, how would you approach:
a. Making AI that can flank enemies
b. Creating an AI director that can coordinate squads to attack an objective, for example capturing a fortified bunker
c. Making soldier AI that is compelling and intelligent to players, what would players expect to see when fighting against them?
If interested, email us at:
Simulatedmindsinc@gmail.com
Include resume and portfolio of prior work if relevant.
Looking forward to talking with you, if we work together I would love to see us pushing the envelope with AI behaviors in games!