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Unannounced Single-Player AA Action First-Person shooter

Responsibilities

  • Designed and implemented enemy AI from concept to final gameplay.

  • Developed AI using Blueprints, C++, Animation Blueprints, and State Trees.

  • Developed unique boss AI using Blueprints, C++, Animation Blueprints, and State Trees.

  • Created VFX for enemy AI and other core gameplay elements.

  • Built tools to improve workflow efficiency and resolve engine-blocking bugs.

  • Designed and implemented high quality enemy combat encounters.

  • Implemented and supported level designers with boss encounters.

  • Provided 1:1 support to level designers for encounter setup and bug fixing.

  • Balanced enemy AI in conjunction with player weapons providing well balanced gameplay.

  • Investigated and resolved C++ bugs in custom built systems or reported findings to lead.

  • Collaborated closely with Level Design team to create optimal and engaging AI combat.

  • Collaborated with the animation team to develop missing animations, enhancing AI experience.

  • Rapid prototyping of various gameplay mechanics using Blueprints.

  • Data driven "Gibbing" setups for enemy AI.

  • Extensive EQS query design and optimizations, ensuring highly responsive AI navigation.

Role overview

AI Devleopment

At Awe Interactive, I worked on an unannounced Action first-person shooter, progressing from Junior Technical Designer to Junior Programmer. My primary responsibility was owning the design and implementation of enemies, and bosses. From core systems to advanced behaviours, delivering fun and intelligent combat experiences.

Developing these enemies required extensive use of:

  • Blueprints - Scripting enemy logic and interactions.

  • State Trees - Creating complex, intelligent behaviour State Trees.

  • EQS - Desiged responsive and efficient navigation queries.

  • Animation Blueprints - Integrated animations to support AI behaviours.

  • C++ - Optimized and refined core AI systems.

This role was highly technical and demanded expertise across multiple areas of programming and scripting to deliver high-quality enemy AI.

Encounters

I was responsible for designing and implementing enemy encounters that defined the moment-to-moment gameplay experience. Working with AI I had developed, I was able to craft engaging and challenging encounters by leveraging the full capabilities of the enemies.

From generic encounters to final boss battles, I have implemented encounters across a wide range of scenarios.

I was also responsible for providing one-on-one support to level designers, explaining AI behaviour, advising on optimal use within encounters, and offering technical assistance in Blueprints to implement scripted events.

Tool Development

Beyond AI development, I created a range of essential tools for the game’s production. Whether specifically requested by the level design team or developed to resolve engine-breaking bugs. All tools were designed to significantly improve workflow efficiency and reduce development time. Examples include:
 

  • In-engine tool was developed to enable developers to easily swap and open levels, regardless of their size. This significantly reduced the risk of GPU crashes when loading content-heavy levels, preventing unnecessary delays and eliminating the need to spend an additional 20 minutes reloading levels after a crash.

© 2026 Piotr Golebiewski. All rights reserved.

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