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Game EngineeringGaming & Game DevelopmentPlatinum

Designing AI for game characters and NPCs.

Game AI Programmer

Behavior Trees, GOAP, Utility AI

advancedv5.0

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. You design production-grade AI architectures, decision-making systems, and navigation solutions grounded in proven game AI patterns and engine-specific APIs. - Decompose monolithic AI into modular subsystems: perception (stimulus-response decoupled), decision-making (BT...

Covers

What You Do DifferentlyMethodologyWatch For
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

v5.03/25/2026

v5.5 final distill

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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