Senior AI Developer (C++ / Gameplay AI)

12 Minutes ago • All levels
Game AI

Job Description

We are seeking a Senior AI Developer to build a next-generation AI stack for large-scale, session-based vehicular combat. This role involves owning end-to-end AI features, from technical design to integration with server simulation, sensory systems, telemetry, and ML inference services. You will design and implement behaviors using GOAP, Utility AI, or BTs, author sensors and world state, and build telemetry and tooling for introspection and debugging. The role also focuses on performance optimization of C++ AI systems and integrating with ML inference hooks to create adaptive, performant, and debuggable opponents and squadmates.
Good To Have:
  • Python 2.7 and 3.10+ for tooling or scripting, including Python↔C++ binding.
  • Hands-on experience with ML for games (data collection, labeling, offline training, online inference, A/B evaluation).
  • Familiarity with RL/imitation learning concepts.
  • Experience with inference runtimes (ONNX Runtime, Triton), serialization (protobuf/flatbuffers), and service plumbing (gRPC/HTTP, Kafka/Kinesis).
  • Navigation for vehicles at scale (terrain analysis, cost fields, flow fields, RVO/ORCA).
  • Prior end-to-end AI work on shipped or open-source titles (e.g., OpenTTD/Quake mods).
  • Exposure to ECS/job systems, lock-free structures, and SIMD; Windows/Linux cross-platform builds.
Must Have:
  • Design and implement production-grade AI using GOAP, Utility AI, and/or BTs.
  • Build reusable sensors, perception pipelines, blackboards, knowledge graphs, and data streams.
  • Add introspection/telemetry, record-and-replay, debug overlays, and scenario harnesses.
  • Profile and optimize C++ AI systems for performance.
  • Integrate with model inference services and define data contracts.
  • Strong C++ (C++17/20) in large, real-time codebases, including STL, templates, memory/perf, concurrency.
  • Shipped features on at least one multiplayer or simulation-heavy title with AI ownership.
  • Deep knowledge of at least one AI architecture (GOAP, Utility AI, BTs).
  • Experience building perception/sensing systems and scoring/utility functions.
  • Proven ability to design debuggability from day one.
  • Proficiency with Git/Perforce, CMake, Visual Studio/Clang, CI fundamentals.
Perks:
  • Additional paid time off (5 Personal Days, Birthday Leave)
  • Sick Leave 100% Compensation (10 days per calendar year)
  • Career development and education opportunities
  • Premium Private Health Care
  • Mental well-being program (iFeel)
  • Multisport card
  • Personal Gaming Account
  • Company events
  • Seniority Awards
  • Referral program - you can recommend the best talents to the Company and receive a reward

Add these skills to join the top 1% applicants for this job

problem-solving
budget-management
github
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game-texts
linux
git
python
perforce
visual-studio
c-make
multiplayer
multithreading
machine-learning

Job Overview

We’re building a next-generation AI stack for large-scale, session-based vehicular combat. You’ll own end-to-end AI features—from behavior technical design to integration with our server simulation, sensory systems, telemetry, and ML inference services. You’ll help us move from “default bots” to adaptive, performant, debuggable opponents and squadmates that feel human without breaking fairness or the server budget.

What will you do?

  • Design & Implement Behaviors: Ship production-grade AI using GOAP, Utility AI, and/or BTs, choosing the right tool per feature (target selection, positioning, driving, firing, evasion, cooperation).
  • Author Sensors & World State: Build reusable sensors, perception pipelines, blackboards/knowledge graphs, and data streams (LOS/LOF, threat & opportunity scoring, terrain/cover, trafficability, dynamic obstacles).
  • Telemetry & Tooling: Add introspection/telemetry (action traces, scores, timers, counters), record-and-replay, debug overlays/heatmaps, and scenario harnesses for regression.
  • Performance & Quality: Profile and optimize C++ AI systems (jobs/ECS/multithreading, memory locality, cache behavior, lock contention) to hit tight frame budgets.
  • ML Inference Hooks: Integrate with model inference services, define data contracts, and gate ML policies safely behind deterministic fallbacks.
  • Collaboration & Mentoring: Partner with gameplay, engine, online, and data teams; review code; mentor mid/junior engineers; uphold coding standards and test discipline

What are we looking for?

  • Strong C++ (C++17/20) in large, real-time codebases; STL, templates, memory/perf, concurrency; solid debugging and profiling chops.
  • Shipped features on at least one multiplayer or simulation-heavy title (AA/AAA or high-quality indie) with AI ownership.
  • Deep knowledge of at least one AI architecture (GOAP, Utility AI, BTs) and practical understanding of when/why to use each.
  • Experience building perception/sensing systems and scoring/utility functions, not just wiring nodes.
  • Proven ability to design debuggability in from day one (telemetry, traces, visualization, reproducible test scenarios).
  • Tools: Git/Perforce, CMake, Visual Studio/Clang, CI fundamentals.

What additional skills will help you stand out?

  • Python 2.7 and 3.10+ for tooling or scripting; binding Python↔C++ and shipping safe/native bridges.
  • Hands-on with ML for games (data collection, labeling, offline training, online inference, A/B evaluation); familiarity with RL/imitation learning concepts.
  • Experience with inference runtimes (ONNX Runtime, Triton), serialization (protobuf/flatbuffers), and service plumbing (gRPC/HTTP, Kafka/Kinesis).
  • Navigation for vehicles at scale (terrain analysis, cost fields, flow fields, RVO/ORCA).
  • Prior end-to-end AI work on shipped or open-source titles (e.g., OpenTTD/Quake mods) showing full ownership from design to debugging.
  • Exposure to ECS/job systems, lock-free structures, and SIMD; Windows/Linux cross-platform builds.

Tech You'll Touch

  • C++17/20, custom engines, internal ECS/job systems
  • Python 2.7 (tooling/scripting on one title), 3.10+ (machine learning)
  • Build/CI: CMake, [your CI]
  • Observability: internal telemetry, replay tools, debug UIs/overlays
  • (Optional) ML: ONNX/TorchScript/TensorRT, gRPC/REST service

Expected Outcomes (First 12 Months)

  • Ship a robust AI behavior slice (e.g., target selection + driving + firing loop) with clear KPIs (engagement quality, fairness, perf budget).
  • Deliver a sensor & scoring framework that other engineers/designers can extend safely.
  • Stand up AI telemetry & replay that shortens bug reproduction cycles from days to hours.
  • Integrate and harden one ML-backed component behind toggles and fallbacks.

What to Include with Your Application

  • Short note on an AI system you owned: problem, architecture choice, trade-offs, and how you measured success.
  • Links to demos, videos, or repos (including open-source or modding AI work).
  • (Optional) A brief example of a telemetry view or replay harness you built.

Work mode

  • Remote (from anywhere within the selected country/EU).

Type of Contract

  • Employment Contract (umowa o prace)

Benefits

Benefits and perks are tailored to the local market and culture. Our benefits in Warsaw include:

  • Additional paid time off (5 Personal Days, Birthday Leave) on top of the statutory minimum
  • Sick Leave 100% Compensation (10 days per calendar year)
  • Career development and education opportunities within the company
  • Premium Private Health Care
  • Mental well-being program (iFeel)
  • Multisport card
  • Personal Gaming Account
  • Company events
  • Seniority Awards
  • Referral program - you can recommend the best talents to the Company and receive a reward

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