AI Programmer

AI programmers build behaviour: navigation, decision-making, combat logic, and the tools designers use to tune all of it without a code change.

The classic half of the role is game AI. Navigation meshes and pathfinding, behaviour trees or state machines, perception, squad coordination, difficulty tuning, and the debug views that make a wrong decision visible. Designer-facing parameters are part of the deliverable, not an extra.

A second half has grown beside it: machine learning and language models for trained agents, procedural content, moderation and automated testing. The two halves need different backgrounds - one is systems programming, the other is data and model work - and a job text makes clear which one it means.

Gameplay programmer is the neighbour that owns what the player operates directly, and tools programmer the one that owns the editors. Where a position leans on model training and data pipelines rather than in-game behaviour, it belongs closer to AI engineer.

Where these positions are: London (2 positions), Munich (2 positions), Frankfurt (1 position), Helsinki (1 position), Manchester (1 position), Montreal (1 position), Paris (1 position), Warsaw (1 position)