ABOUT ME

I am Guneet Singh. With a solid foundation of over six years in Game AI development, my portfolio reflects a dedication to advancing the field. I pride myself on devising unique AI concepts, including a proprietary rule processor that has augmented the capabilities of my past projects, enabling them to efficiently manage a significant number of AI units.

In the realm of game development tools, I pioneered a marketplace plugin which has since evolved into much better version using GPU’s abilities with Compute Shaders.

My extensive expertise, which also encompasses crafting proprietary pathfinding algorithms integrated with RRT-based machine learning systems, positions me uniquely in the industry. I have consistently provided heavily optimized, multithreaded solutions, ensuring high performance across projects. My advanced acumen in pathfinding has empowered me to deliver tailored solutions for prestigious gaming studios. Furthermore, my experience extends to developing comprehensive, state-of-the-art technologies tailored to project specifications.

I am eager to discuss how my expertise can contribute to and elevate your next project.

RRT Pathfinding

PATHFINDING

Unreal's navmesh is robust, but has its limits. In a past project, 'Killchain', we aimed for realistic war simulations on large maps. Unreal couldn't handle it as I expected. I Introduced RRT A* which made our project viable. As a Senior AI Programmer, I've always guided my team to optimize resources and boost performance.

Expertise:
1. Unreal Navmesh
2. Hierarchical Pathfinding
3. RRT Pathfinding in games
4. RRT A* Algorithm

MY PLUGIN

My AI system is based on an updated entity-component-system (ECS) architecture, which is a popular approach for building scalable, data-driven applications. With this architecture in place, my AI system can efficiently manage up to 300 onscreen actors.

Features:


> Multithreaded
> Replicated
> Entirely C++
> Advanced Features
> Reinforcement Learning
> Easy to understand
> Cost-effective

AI DEBUG

Debugging is crucial in programming, especially in AI. We built a debugging system from the start, aiding in optimization, design, and bug fixing. I crafted specific tools for 'Killchain' and an AI plugin set to launch this year:

> AI Behaviour Visualization
> AI Debug Draw
> AI Data Inspection
> AI Logging
> AI Replay
> AI Profiling
> AI Evaluation Metrics
> AI Triggers and Events
> AI Testing Scenarios
> AI Marketing Scenarios (Mainly for screenshots and videos)
> AI Heatmaps
> AI Communication Logs
> AI Error Reporting

GAME AI DESIGNS

Rule processor abled us to introduce reinforcement learning to our AI

BEHAVIOUR TREES

PROGRAMMINg
EXPERIENCE

I have 8 years of experience in programming, proficient in C++, C#, and Java.

I'm skilled in writing compute shaders and multithreaded applications and excel in fast debugging.

VERSION CONTROL

>Perforce
> Gitlab
> Github

AI / GAMEPALY CONCEPTS CRACKED

〰️

AI / GAMEPALY CONCEPTS CRACKED 〰️

AI WEAPON SYSTEM

COMPUTE SHADERS

AI FIGHTING

RRT A*

Á*

VAT DYNAMIC CONVERTOR

KYTHERA AI

MODERN AI METHODS

REINFORCEMENT LEARNING

AI OPTIMIZATION

MULTITHREADED VEHICLE SYSTEM

HEIRARCHIAL PATHFINDING

MULTITHREADING

AI PROFESSIONAL DEBUGGING TOOLS