Senior enemy behaviour programmer – unreal engine (behaviour trees) (España)

Senior enemy behaviour programmer – unreal engine (behaviour trees) (España)

03 sep
|
Cyborn
|
España

03 sep

Cyborn

España

Company Description Cyborn is an independent game studio based in Antwerp, Belgium. We have shipped multiple high-end VR titles, including the VR action-adventure Hubris, and have contributed as a work-for-hire partner to several AAA productions for major international publishers. Our proprietary Unreal Engine rendering pipeline lets us push visual quality on standalone XR hardware well beyond what the platform usually allows.

The studio brings together developers, artists, animators and engineers under one roof, with an in-house motion capture stage, a digital human pipeline and a dedicated VR lab.

We are now expanding the team for an ambitious, unannounced VR action-adventure title, and we're looking for people who want to help define what enemy combat feels like in a physical, first-person world.

Location

This role is based at our studio in Antwerp, Belgium, and we work on site. For exceptional candidates we are willing to consider a fully remote arrangement.

Role Description This role designs, implements, and maintains advanced enemy NPC behaviors using Unreal Engine, with a strong focus on behavior trees and Animation Blueprints. Day-to-day tasks include prototyping enemy movement and combat logic, refining decision-making systems, and collaborating closely with game designers, animators, and level designers to align NPC behavior with gameplay and narrative goals. The programmer will profile and optimize NPC performance, debug complex behavior issues, and ensure robust, scalable code architecture for enemy systems.

Qualifications

- Extensive Unreal Engine experience (UE4/UE5) in C++,



with at least two shipped titles on which you built or owned NPC behaviour using Unreal's Behaviour Tree framework: Behaviour Trees, Blackboards, AI Controllers, Perception and Navigation/NavMesh.
- Proven track record building enemy combat behaviour for action games: patrol and alert states, target selection, attack timing and spacing, group coordination, and enemy roles that read clearly to the player.
- Strong C++ fundamentals: clean, modular, maintainable code and a solid grasp of algorithms, data structures and software architecture.
- Experience making behaviour systems usable by designers: custom tasks, decorators and services, Blueprint exposure, and debugging/visualisation tooling.
- Performance-minded: comfortable profiling and optimising behaviour, perception and navigation within tight CPU budgets (Unreal Insights or similar).
- Works well in a multidisciplinary team with designers, animators and artists; communicates technical constraints and trade-offs clearly, and gives and takes constructive feedback.

Big pluses

- VR experience: not required, but the strongest plus we can name. Enemy behaviour in first-person, room-scale VR has its own rules, and having felt them counts for a lot.
- Melee combat NPC experience: spacing and approach, attack slots/tokens, hit reactions, defensive behaviour, and keeping several attackers readable at once.
- Shipping on standalone or mobile XR, or other tightly constrained hardware.
- Animation integration: Anim Blueprints, montages, root motion, and driving animation cleanly from behaviour state.
- Stealth systems: line of sight, sound detection, alarm propagation and escalation.
- EQS, Smart Objects, StateTree or Mass experience.

📌 Senior enemy behaviour programmer – unreal engine (behaviour trees) (España)
🏢 Cyborn
📍 España

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