AI Development

AI development in games covers both sides of the word: the behaviour of characters in the game, and machine learning used in production.

The classic field is game AI: how an enemy decides what to do, how a group coordinates, how a character finds its way through a level. The tools for it are behaviour trees, state machines, utility systems and pathfinding, and the goal is not an opponent that wins but one that is fun to play against and readable in its intent.

The newer field is applied machine learning: models used for animation, content generation, playtesting, moderation or tooling, usually in Python and usually judged by whether they hold up in production at all.

Both appear under the same tag, and the rest of an advert tells them apart. Behaviour trees and an engine point to gameplay AI; Python, cloud services and model serving point to machine learning work.

Where these positions are: Munich (4 positions), Barcelona (1 position), Frankfurt (1 position), Helsinki (1 position), Manchester (1 position), Paris (1 position)