Maks Maisak
Senior AI Programmer
7 years of professional Unreal Engine experience across
AI systems, animation tech, gameplay programming, and developer tooling.
Basic info
- max.maisak@gmail.com
- linkedin.com/in/maksmaisak
- GitHub
- github.com/maksmaisak
- Location
- Haarlem, the Netherlands
- Citizenship
- Dutch (EU)
Education
Bachelor of Science
(Game Engineering)
Saxion University of Applied Sciences, Enschede, the Netherlands
- Graduated Cum Laude
- Saxion Holland Top Talent Scholarship
- Extended Saxion Talent Scholarship
- Saxion Excellent Scholarship (x2)
Skills
- AI & Gameplay
- Enemy AI, perception systems, combat AI, cover systems, Hierarchical Task Networks (HTN), Behavior Trees, EQS, State Machines, automated testing, performance optimization
- Animation & character tech
- Animation Blueprints, Control Rig, procedural animation, IK solvers, Motion Matching, full-body avatar
- Unreal Engine
- Unreal Engine 5, Unreal Engine 4, C++, Blueprints, Unreal Editor tooling, Visual Logger, Sequencer extensions, profiling, debugging
- Programming languages
- C++, C#, TypeScript, JavaScript, Lua, Python, Rust, GLSL, Cg, Swift, Haskell
- Engines, Frameworks & Libraries
- Unreal Engine 5, Unreal Engine 4, Unity, Meta Horizon Studio, OpenGL, GLM, SFML, GLFW, Lua C API, Assimp, VRTK, ShaderLab, Entitas, NUnit, DOTween, PyTorch, Matplotlib, NumPy
- Tools & Software
- Git, Perforce, Visual Studio, Visual Studio Code, Rider, CLion
- Languages
- English (Fluent), Ukrainian (Native), Russian (Native), Dutch (Beginner/A2)
Summary
I am a video game programmer specializing in AI and gameplay systems, working primarily in C++ and Unreal Engine. I build reusable systems, tools, and workflows that help designers and other developers create content more effectively and reliably.
I shipped the full AI stack for Metro Awakening as the sole AI programmer. I created the HTN Planning AI plugin for Unreal Engine, which has been used in production on titles including Metro Awakening, Eternal Strands, and Gray Zone Warfare. I also built FocalRig, a Control Rig plugin for procedural aiming and character animation.
Work history
Senior AI Programmer
January 2024 — Present
Vertigo Studios Amsterdam, Amsterdam, the Netherlands
- Sole AI programmer on Metro Awakening (Steam Awards 2024 VR Game of the Year), a AAA VR title in Unreal Engine 5
- Owned all AI systems including perception, cover, coordination, enemy behaviors, and supporting tools
- Built animation tech including character locomotion based on motion matching, a full-body VR avatar, and animation-driven player interaction systems
- Introduced automated Functional Testing for AI, improving bug-fixing speed and regression detection
- Onboarded, supported, and mentored multidisciplinary team members building AI encounters
Game Programmer
September 2021 — December 2023
Vertigo Studios Amsterdam, Amsterdam, the Netherlands
- Designed and implemented core AI systems for Metro Awakening
- Built enemy behaviors and AI infrastructure in Unreal Engine 5 using C++, Blueprints, HTN, and EQS
- Developed reusable systems for perception, cover, and designer-facing workflows
Self-employed Plugin Developer
January 2020 — Present
Haarlem, the Netherlands
- Designed, shipped, and supported the HTN Planning AI plugin for Unreal Engine 4 and 5
- The plugin is used in shipped titles including Metro Awakening, Eternal Strands, and Gray Zone Warfare
- Created FocalRig, a Control Rig plugin for procedural aiming that replaces aim offsets with full-body procedural look-at, weapon aim, eye tracking, and automatic skeleton setup
- Maintained documentation, example projects, and customer support for ongoing releases
Game Programmer Intern
February 2021 — June 2021
Force Field Entertainment, Amsterdam, the Netherlands
- Created a JavaScript declarative state machine library for multiplayer game logic
- The library was used to implement gameplay logic on a Node.js server for Facebook Rooms titles
- Ported the JavaScript state machine library to C# for use in Unity games
Game Programmer Intern
September 2019 — January 2020
Force Field Entertainment, Amsterdam, the Netherlands
- Created character AI for an unannounced AAA VR title in Unreal Engine 4 and C++
- Developed tools and plugins for Unreal Engine and collaborated with designers to improve workflows
- Built enemy AI behaviors, squad coordination, and gameplay prototypes for a AAA VR project