Maks Maisak
I am a videogame AI programmer.
Basic info
- max.maisak@gmail.com
- linkedin.com/in/maksmaisak
- GitHub
- github.com/maksmaisak
- Location
- Haarlem, the Netherlands
About me
I am a videogame AI programmer, primarily in Unreal Engine. I have a strong work ethic and a keen interest in broadening and deepening my skills. I create maintainable, reusable, and efficient systems that meet the needs of multidisciplinary teams. I have great communication and interpersonal skills, which I use to actively support and mentor other team members to ensure the success of the project.
When I'm not working, you can find me gaming, reading, or exploring exciting new technologies. I occasionally dabble in web design and machine learning.
Work history
- Game Programmer ⟶ Senior AI Programmer
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September 2021 ⟶ January 2024 — Present
Vertigo Studios Amsterdam, Amsterdam, the Netherlands- Designed, implemented, and maintained all AI systems in Metro Awakening
- Successfully introduced Functional Testing which improved bugfixing speed and reliability
- Onboarded, supported, and mentored multidisciplinary team members to build AI encounters
- Game Programmer Intern
-
February 2021 — June 2021
Force Field Entertainment, Amsterdam, the Netherlands- Created a JavaScript library for state management in multiplayer games
- Based on the needs and use cases of present and future projects
- The library was used to implement all gameplay logic on a Node.js server
- Game Programmer Intern
-
September 2019 — January 2020
Force Field Entertainment, Amsterdam, the Netherlands- Created character AI for an unannounced AAA VR title
- Developed tools and plugins for Unreal Engine 4
- Collaborated with designers to improve workflows
Education
- Bachelor of Science (Game Engineering)
-
Saxion University of Applied Sciences, Enschede, the Netherlands
- Cum Laude
- Saxion Holland Top Talent Scholarship
- Extended Saxion Talent Scholarship
- Saxion Excellent Scholarship (x2)
Experience
- 4+ years of professional Unreal Engine 4/5 experience
-
Spearheaded the development of enemy AI in a AAA VR title (Metro Awakening):
- Designed, implemented, and maintained modular AI systems in Unreal Engine 5
- These systems formed the foundation of AI tech in the company
- Implemented a variety of enemy behaviors
- Closely supported a multidisciplinary team to create engaging enemy encounters
-
Created a plugin for HTN planning AI in Unreal Engine 4/5:
- Visual HTN graph editor
- Seamlessly using blackboard data as worldstate
- Ability to make custom nodes in both C++ and Blueprints
- Realtime debugging features
- The plugin later became the backbone of enemy AI in Metro Awakening
-
Made an Entity-Component-System game engine in C++ with:
- Cache-efficient component storage
- Physically-Based Rendering (PBR)
- Lua scripting support
- A versatile resource management system
Skills
- Programming languages
- C++, C#, Cg, GLSL, Lua, Python, JavaScript, Swift, Haskell, Rust
- Engines, Frameworks & Libraries
- Unreal Engine 4/5, Unity, OpenGL, GLM, SFML, GLFW, Lua C API, Assimp, VRTK, ShaderLab, Entitas, NUnit, DOTween, Theano, Matplotlib, NumPy, AudioKit, matter.js, math.js, synaptic.js
- Tools & Software
- Git, Perforce, CMake, Rider, CLion, Visual Studio, Visual Studio for Mac, Visual Studio Code, MonoDevelop, Xcode, Brackets, Machinations, Tiled
- Other
- HTML, CSS, Bootstrap
- Languages
- English (Fluent), Ukrainian (Native), Russian (Native), Dutch (Beginner/A2)