Behavior Trees
Behaviour trees are the standard way to structure game AI: a tree of selectors, sequences and conditions that decides, each tick, what a character should be doing.
The appeal is legibility. Behaviour sits in a structure a designer can read and edit, rather than inside a state machine that grows unmanageable once a character has more than a handful of modes. Branches can be reordered, decorated with conditions, and reused across characters.
Working with them well means designing the tree so that priorities are obvious and a change in one branch does not break another. The hard part is rarely the tree itself but what feeds it: perception, memory of what a character has seen, and a blackboard that holds the facts the branches test against. Debugging usually means watching a live tree while the game runs.
Pathfinding solves how to get somewhere; Behaviour Trees decide whether to go. The skill appears in AI programming and in technical design roles alike.
Where these positions are: Annecy (1 position), Braga (1 position), Kraków (1 position), Malmo (1 position), Munich (1 position), Warsaw (1 position)
Open positions for Behavior Trees (6)
Senior Combat Designer
Senior AI Designer
Senior Technical Combat Designer
Senior AI Game Designer [Tom Clancy's The Division 3]
Technical Animation Director (F/M/NB) [AAA Project]
