IN-GAMEBad Goons

Game AI built around player perception and realtime constraints

Game AI

GAME AI DEVELOPMENT

NPC behavior, navigation, tactical decisions, group systems, simulation and multiplayer-aware server-authoritative AI.

We create NPC decision-making, navigation, tactics, group behavior, encounter direction and simulation systems. Classical realtime approaches and generative AI can coexist, but each is used only where its behavior, latency and operating cost fit the game.

Behavior systems selected for the experience, world and frame budget.

Behavior systems selected for the experience, world and frame budget.

We create NPC decision-making, navigation, tactics, group behavior, encounter direction and simulation systems. Classical realtime approaches and generative AI can coexist, but each is used only where its behavior, latency and operating cost fit the game.

A scoped rifle in Bad Goons overlooking a brick tower and forested voxel hills
IN-GAMEBad Goons
01

Decision architecture

State machines, behavior trees, utility systems, goal-oriented planning and hybrids organized for readable authoring and debugging.

02

Navigation and movement

Nav meshes, grids, custom pathfinding, steering, avoidance and spatial queries for static, procedural or destructible worlds.

03

Tactics and simulation

Target selection, cover, squads, economies, populations, encounter directors and systemic responses to player behavior.

04

Networked and generative behavior

Server-authoritative NPCs, relevance and bandwidth controls, plus dialogue or content generation where a bounded model improves the product.

How we build AI players can read and developers can tune

How we build AI players can read and developers can tune

We define the behavior the player should perceive before choosing an implementation. Debug views, authoring controls and performance budgets are designed with the runtime system.

A shotgun carried through voxel reeds beside a river in Bad Goons
IN-GAMEBad Goons
  1. 01

    Define observable behavior

    Describe goals, information available to the agent, acceptable mistakes, difficulty, fairness and multiplayer authority.

  2. 02

    Prototype the decision loop

    Build a small encounter with visualization and telemetry to test behavior and designer control.

  3. 03

    Integrate world and content

    Connect navigation, animation, combat, simulation, authoring data and network ownership.

  4. 04

    Stress and tune

    Test many agents, adverse world states and frame budgets while giving designers useful controls and diagnostics.

Game AI deliverables

Game AI deliverables

The system includes runtime behavior, content-authoring support and the tools required to understand why an agent acted.

  • Behavior and information model
  • Decision, navigation or simulation implementation
  • Designer authoring and tuning tools
  • Debug visualization and telemetry
  • Performance, multiplayer and extension documentation

Game AI deliverables

Behavior systems selected for the experience, world and frame budget.

FAQ

Questions specific to this path.

Is game AI the same as generative AI?

No. Most moment-to-moment game behavior is a realtime decision, navigation and simulation problem. Generative models are considered only for suitable bounded features.

Can AI run authoritatively on the server?

Yes. We design simulation frequency, relevance, path work and replication around server capacity and the gameplay consequences of authority.

Can designers tune behavior without code changes?

Yes. We identify the useful parameters, data and debug views so tuning remains controlled without exposing unsafe internal complexity.

NEXT STEP

Bring us the constraint, not a polished brief.

A technical lead will review the current state and recommend the smallest useful next step.

Start a project
Start a project