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
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
A game AI design challenge, NPC behavior requirement, pathfinding problem, or decision architecture question with genre and engine context
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
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▼
Evidence Policy
Standard: no explicit evidence policy.
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
Initial release: Game AI programming specialist covering behavior trees, GOAP, utility AI, HTN, NavMesh navigation, perception systems, and steering behaviors
Works well with
© 2026 Kill The Dragon GmbH. This skill and its system prompt are protected by copyright. Unauthorised redistribution is prohibited. Terms of Service · Legal Notice