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About

AI Programmer with 5 years of professional experience in game development, working on AI systems based on Utility AI, Behaviour Trees, Finite State Machines and GOAP, among others. I have implemented systems using both ECS and OOP. Having worked on both Unity and Unreal Engine (with a special focus on GAS), I have a proven track record of how my understanding of both engines has benefitted my work. I am constantly striving for enriching my knowledge of Unreal Engine 5, focusing on GAS, AI framework (BTs, Smart Objects, EQS, Perception) and debugging tools.

With a background in Computer Science and Artificial Intelligence, my academic experience ranges from traditional knowledge-based techniques, to modern reinforcement learning and evolutionary algorithms, in addition to a solid software engineering skillset.

Supported by a strong design understanding, I am driven by my desire to build player-first experiences, in which AI plays a fundamental role towards immersion.

Personal Work

AI Toolset

A collection of essential Decision-Making, Pathfinding and Traversal algorithms in their basic implementations, serving as a starting point for game AI projects.

Emergent Storytelling Tool

UI tool that allows to visualise the effects of a sequence of actions executed on a set of agents via the use of smart objects in predetermined locations.

Souk Scene

Small densely populated market scene with customer/merchant interactions featuring FSMs, Perception System and GAS.

Those Who

Multimedia installation that combines reinforcement learning to train the agents and a genetic algorithm to evolve new forms and behaviours, serving as a playground for free exploration of behaviour and emergence of intelligence.

Sensor-based AI

Sensor-based game AI inspired to Alien Isolation.

Panacea

Biofeedback-enhanced virtual reality mindfulness app.

Checkers

Game of checkers that uses a Minimax algorithm for pathfinding.

GenetX

Modular genetic algorithm for Unity environments.

Machine Learning Roguelike

A small Roguelike game that uses Machine Learning to power its entities. Originally used in talks by Ciro & Alessia.

Professional Work

Dune: Awakening

Open World Survival MMO - Unreal Engine 5 - GAS

Seed

Sandbox MMO - Utility AI - ECS - SpatialOS - Unity

Experience

February 2024 - Present

AI Programmer, CI Games (Underdog Studio) - Project Survive

I led implementation of AI behaviour through Unreal behaviour trees, finite state machines, custom perception systems and GAS, in addition to in-house agent memory and agent awareness systems. I owned topics ranging from smart scoring mechanics for realistic AI tethering, to environmental reaction systems for agent responses. I enjoyed a tight collaboration with tech animators and tech designers to implement execution of montages using root motion and Unreal Motion Warping.

May 2022 - January 2024

Game Engineer, YAGER - Dune: Awakening / Unannounced Project

I led the implementation of complex enemy AI using Unreal's behavior trees and perception system. Additionally, I collaborated on a large-scale networked project, contributing to both server and client code with Unreal GAS. My role involved various tasks, including character creation backend and gameplay responsibilities such as 3Cs implementation and custom root motion solutions. I also engineered a custom asset dependency analysis tool that greatly improved editor loading times. Moreover, I took the lead in implementing telemetry and automated testing initiatives.​

August 2019 - March 2022

Game AI Engineer, Klang Games - Seed

I worked on developing utility-based AI frameworks for decision-making in distributed multiplayer environments, implementing gameplay systems using synchronous and asynchronous code with an in-house ECS framework for SpatialOS. I collaborated to the development of AI tooling like influence maps and steering behaviors, implementing various gameplay features, including the development of UI using an in-house XML-based UI framework (UIForia), and conducting codebase refactoring and clean-up. I have also assisted in onboarding new engineers.

September 2017 - September 2018

Technical Evangelist Intern, Unity Technologies

I created and delivered technical presentations at major game conferences to audiences of up to 600 expert game developers. Additionally, I conducted technical demos highlighting the latest features of Unity 2017/2018, including machine learning and DOTS. I provided technical support and mentoring to intermediate/advanced game developers at hackathons and game jams. I contributed to an increase in annual revenue and retention through customer interaction and studio visits. Moreover, I have written technical tutorial-style blog posts that reached over 60k unique pageviews worldwide.

January 2019 - July 2019

UX Research Assistant, Player Research

I provided support in administering playtesting sessions, reviewing video recordings of participants' gameplay for UX analysis, and conducted data analysis on in-game stats and specific timestamps during playtesting sessions.

April 2019 - June 2019

Digital Installation Developer, Garage Museum of Contemporary Art

I worked as a solo programmer in a team of 3 (with art director Sascha Pohflepp and computational biologist Matthew Lutz) on "Those Who", multimedia installation that combines reinforcement learning and genetic algorithms, commissioned by the Garage Museum of Contemporary Art as part of the exhibition "The Coming World" (https://thecomingworld.garagemca.org/) open from June 28th 2019 to December 1st 2019 in Moscow, RU

February 2019 - May 2019

Teaching Assistant, University of Sussex

I provided academic assistance in lab sessions for first-year students taking Data Structures & Algorithms and Further Programming modules, enhancing their understanding of core computer science concepts and fostering student-to-student collaboration and networking.

July 2017 - August 2017

Game Programmer and Adviser, DH Games - Idle Heroes

I contributed to UI and gameplay mechanics using Lua and Cocos2D.

January 2017 - February 2017

Gameplay Programmer, Unfold Games - DARQ

I collaborated on gameplay programming for the psychological horror game DARQ (http://darqgame.com/), by building a modular camera extensions and mechanics on Unity/C# for later use by on-site team in San Francisco, California.

June 2016 - July 2016

Software Engineer (Game Team), ARM

I collaborated on gameplay and level design for a demo showcasing the latest ARM technology in mobile virtual reality using UE4, while also gaining proficiency in C++ fundamentals.

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©2024 Alessia Nigretti

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