01 / AI & gameplay systems
QB AI & Behavior Trees
Quarterback AI became my primary area of gameplay work. I reworked most of the existing behavior tree to improve QB behaivor. I also adjusted the trees so it could support the Traits system and give us better control over how quarterbacks make decisions.
The work covered pocket movement, pressure response, scrambling, throwaways, read progression, target selection, situational awareness, and intentional out-of-bounds behavior. I authored the behavior-tree changes, worked with gameplay engineers to define the nodes the system needed, created some nodes myself, and implemented supporting C++ gameplay logic.
Areas of contribution
- Behavior-tree architecture, authoring, and tuning
- Quarterback decision-making across pocket and scramble states
- Engineering requirements and node implementation support
- C++ improvements to gameplay behavior