Bio
I’m an independent game developer who lives in Venice, CA. I previously worked at EALA, as lead AI programmer on game collaboration between Doug Church and Steven Spielberg. I’ve also worked at Radical, Sony Online Entertainment, and my own start-up (White Knuckle Games). I’ve taught in the Vancouver Film School’s Game Design program. I’ve written articles for the Game Programming Gems series, Gamasutra, and more.
Everything I say here is my own opinion, and could in no way, by any sane person, be confused with the opinion of those who employ my services.
I am incredibly passionate about making games that have something to say about the world around us, and change the perspectives of those that play them.
Email me at borut underscore p at yahoo dot com.
Credits
Games:
- Untold Legends: Dark Kingdom, Sony Online Entertainment (developer and publisher), Nov 2006, Platform: PS3. Credited as Lead Gameplay Programmer.
- Scarface: The World Is Yours, Radical Entertainment (developer), Viviendi Universal Games (publisher), Oct 2006, Platforms: PS2, XBox, PC. Responsible for collision, AI, and gameplay programming (credited as “Special Thanks” - two fucking years of my life summed up in two words, but I’m not bitter).
Technical Articles:
- “Creating Designer Tunable AI”, AI Game Programming Wisdom 4, editor Steve Rabin, Charles River Media, February 2008.
- “Peer-to-Peer Distributed Agent Processing”, AI Game Programming Wisdom 4, editor Steve Rabin, Charles River Media, February 2008.
- “Automatic Cover Finding Using Navigation Meshes”, Game Programming Gems 5, editor Kim Pallister, Charles River Media, March 2005.
- “Narrative Combat: Using AI to enhance tension in an Action Game”, Game Programming Gems 4, editor Andrew Kirmse, Charles River Media, March 2004.
- “Creating an Audio Scripting System”, Game Programming Gems 4, editor Andrew Kirmse, Charles River Media, March 2004.
Game Business/Industry Articles:
- “Soapbox: The Rise of the Auteur & the Return of Indie Game Development”, Gamasutra, July 2005.
- “Seven Misconceptions about Game Agents”, Gamasutra, June 2003.
- “The Whys and Wherefores of Game Agents”, Secrets of the Game Business, editor François D. Laramée, Charles River Media, February 2003.
Talks:
- “Performing Intent”, AIIDE, Stanford, October 2008.
- “Creating Emergent Gameplay with Autonomous Agents”, Game AI Workshop at AAAI-04, San Jose, July 2004.
- “AI to Control Pacing in Games”, Artificial Intelligence, Interactivity, and Immersive Environments: 2nd Annual Game Development Workshop, University of Texas at Austin, August 2003.
