RoboSquad Revolution

Lead AI Programmer · Multiplayer Shooter · 2022-2023

Project Details

Role

Lead AI Programmer / Game Programmer

Release Status
Published on Epic Games Store and Steam
Key Technologies
Unreal Engine 5AIMultiplayerC++Behavior TreesEQS+17 more

Project Overview

RoboSquad Revolution is a fast-paced multiplayer shooter featuring advanced AI-driven enemies and dynamic combat scenarios. As Lead AI Programmer, I led architecture and development of advanced AI behavior systems using Behavior Trees, EQS, Utility AI, and Smart Objects across multiple game modes including Team Deathmatch, Capture the Flag, and Control Points.

I designed modular combat logic driven by the Gameplay Ability System (GAS), enabling dynamic targeting, weapon switching, ammo management, and team-based tactical decisions. Built AI navigation and perception systems using NavMesh, line of sight checks, and point-of-interest evaluation for reactive and evasive bot behavior.

Core Responsibilities

Led architecture and development of advanced AI behavior systems using Behavior Trees, EQS, Utility AI, and Smart Objects across multiple game modes (Team Deathmatch, Capture the Flag, Control Points)

Designed modular combat logic driven by the Gameplay Ability System (GAS), enabling dynamic targeting, weapon switching, ammo management, and team-based tactical decisions

Built AI navigation and perception systems using NavMesh, line of sight checks, and point-of-interest evaluation for reactive and evasive bot behavior

Developed robust multiplayer logic in C++ and Blueprints, integrating EOS, Redpoint, and PlayFab for data persistence, session management, and player profiles

Technical Insights

🧠System Design

  • Architected modular AI framework supporting multiple enemy types and behaviors across different game modes
  • Designed scalable multiplayer infrastructure with cross-platform compatibility using EOS and Redpoint
  • Implemented adaptive difficulty system based on player skill and performance with dynamic AI responses

💻Programming

  • Developed custom AI controllers using Behavior Trees, EQS, and Utility AI in Unreal Engine 5
  • Built weapon systems with target acquisition, ammo management, and firing logic integrated with GAS
  • Created session management and matchmaking systems using EOS, Redpoint, and PlayFab integration

🎯Leadership

  • Led AI programming team and established coding standards for AI systems
  • Collaborated with designers to balance AI difficulty, define win/loss logic, and tune responsiveness across game modes
  • Managed server deployment and scaling using Docker and Kubernetes

Project Gallery

AI Behavior Tree Architecture
diagram

AI Behavior Tree Architecture

Multiplayer Combat Scene
screenshot

Multiplayer Combat Scene

Weapon System Interface
screenshot

Weapon System Interface

Matchmaking Dashboard
workflow

Matchmaking Dashboard

Technology & Problem Solving

Tech Stack

Unreal Engine 5, C++, Blueprints, EOS, Redpoint, PlayFab, Docker, Kubernetes, Behavior Trees, EQS, Utility AI, Smart Objects, GAS, NavMesh, Network Replication, Performance Optimization, Threading, Data Structures

Challenge

Creating intelligent, challenging AI enemies that adapt to player skill levels while maintaining balanced gameplay in a competitive multiplayer environment across multiple game modes.

Solution

Implemented a combination of Behavior Trees, EQS, and Utility AI systems with adaptive difficulty algorithms. Created modular AI framework that allows for easy tuning and balancing of enemy behaviors across different game modes with GAS integration.

Results & Impact

Advanced AI behavior systems across multiple game modes (Team Deathmatch, Capture the Flag, Control Points)

Modular combat logic with dynamic targeting and team-based tactical decisions

Robust multiplayer logic integrating EOS, Redpoint, and PlayFab for data persistence and session management

Ready to Build Something Amazing?

Let's discuss your project and how I can provide technical leadership and expertise.