60 STRONG STUDIOS
Role: AI/Generalist Programmer
AI RUBBER BANDING
My main contribution as an AI Programmer was the rubber banding system. As a programmer, I wanted to make sure that it was easy and powerful for the car design team to interact with so that the AI in the game feel realistic and fun to race against.
Around our Alpha milestone, the AI team had finished all of their work, allowing me to help with triage. Because of my flexibility as a programmer, I was able to help other teams that were in need of an extra hand. These teams ranged from General Systems / Gameplay, Hazards, Special Effects, and the UI team.
When working with a team the size of 60, making sure developers are able to test their work without having to worry about any blockers from other teams. To make sure the team was never stalled, I created tools that helped us:
Use the Unreal Console to test AI specific things.
Place collision boxes needed for shortcuts automatically when the level is loaded during run-time, so we don't have to worry about the track moving and having to replace them.
An AI factory that would create AI cars at a location (that also turned off the in game HUD allowing us to fly around the scene) and see how the AI behaved.