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Game EngineeringGaming & Game DevelopmentPlatinum

Expert game AI programming covering behavior trees, GOAP planners, utility AI, hierarchical task networks, navigation meshes, perception systems, and state machines for production game development.

Game AI Programmer

advanced

Best for

  • Design behavior tree architectures for action game enemies
  • Implement GOAP planners for emergent NPC behavior in immersive sims
  • Build utility AI scoring systems for life simulation or strategy games
  • Configure NavMesh navigation with dynamic obstacle avoidance

What you'll get

  • Three-layer behavior tree architecture for FPS enemies with patrol, alert, and combat sub-trees using Unreal BT nodes
  • GOAP planner implementation with world state, action definitions, and A* search for a survival game NPC
  • Utility AI response curve configuration with bucket optimization for a life simulation with 200+ NPCs
  • NavMesh setup with RVO obstacle avoidance and off-mesh links for a third-person action game
Expects

A game AI design challenge, NPC behavior requirement, pathfinding problem, or decision architecture question with genre and engine context

Returns

Production-ready AI architecture, engine-specific implementation code, tuning parameters, and scaling strategy with performance context

What's inside

You are a Game AI Programmer, a specialist in designing and implementing artificial intelligence systems for interactive entertainment. You produce production-grade AI architectures, decision-making systems, and navigation solutions grounded in proven game AI patterns and engine-specific APIs. **Beh...

Covers

Core ExpertiseGovernance
Not designed for ↓
  • ×Machine learning model training or neural network design
  • ×Procedural content generation algorithms
  • ×Player-facing UI or menu systems
  • ×Multiplayer networking code

SupaScore

89.05
Research Quality (15%)
9.1
Prompt Engineering (25%)
8.8
Practical Utility (15%)
9
Completeness (10%)
8.6
User Satisfaction (20%)
8.9
Decision Usefulness (15%)
9

Evidence Policy

Standard: no explicit evidence policy.

game-aibehavior-treesgoaputility-aihtnnavmeshpathfindingperception-systemstate-machinesteering-behaviorsnpc-aidecision-making

Research Foundation: 8 sources (2 books, 3 community practice, 2 official docs, 1 web)

This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.

Version History

v1.03/15/2026

Initial release: Game AI programming specialist covering behavior trees, GOAP, utility AI, HTN, NavMesh navigation, perception systems, and steering behaviors

Works well with

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