I am a senior AI engineer and technical lead with 13 years of professional experience, including 5 years leading engineering teams. My background is rooted in building real-time, performance-critical AI and distributed compute systems for AAA game development. I have designed and shipped AI frameworks, behavior and navigation systems, as well as machine-learning features using modern C++, Python, and PyTorch. I focus on technical leadership, helping teams make sound engineering decisions, and improving performance, stability, and maintainability across multi-platform game engines. I have extensive experience mentoring engineers, collaborating with design and engine disciplines, and defining long term technical direction. I am comfortable working with distributed teams across multiple time zones and place a strong emphasis on code quality, delivery predictability, and clear engineering standards.

Jacopo Vezzosi

I am a senior AI engineer and technical lead with 13 years of professional experience, including 5 years leading engineering teams. My background is rooted in building real-time, performance-critical AI and distributed compute systems for AAA game development. I have designed and shipped AI frameworks, behavior and navigation systems, as well as machine-learning features using modern C++, Python, and PyTorch. I focus on technical leadership, helping teams make sound engineering decisions, and improving performance, stability, and maintainability across multi-platform game engines. I have extensive experience mentoring engineers, collaborating with design and engine disciplines, and defining long term technical direction. I am comfortable working with distributed teams across multiple time zones and place a strong emphasis on code quality, delivery predictability, and clear engineering standards.

Available to hire

I am a senior AI engineer and technical lead with 13 years of professional experience, including 5 years leading engineering teams. My background is
rooted in building real-time, performance-critical AI and distributed compute systems for AAA game development. I have designed and shipped AI
frameworks, behavior and navigation systems, as well as machine-learning features using modern C++, Python, and PyTorch.
I focus on technical leadership, helping teams make sound engineering decisions, and improving performance, stability, and maintainability across
multi-platform game engines. I have extensive experience mentoring engineers, collaborating with design and engine disciplines, and defining long
term technical direction. I am comfortable working with distributed teams across multiple time zones and place a strong emphasis on code quality,
delivery predictability, and clear engineering standards.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Language

Italian
Fluent
English
Fluent

Work Experience

Lead AI Engineer at Electronic Arts (EA)
February 1, 2022 - Present
Provide technical leadership for large-scale, real-time Game AI and client systems across AAA titles, including Battlefield 6, The Sims 4 and Need for Speed. Lead distributed AI engineering teams, align cross-disciplinary partners, and drive architectural decisions for high-performance AI in Frostbite, using behavior trees, navigation meshes and gRPC. Drove stability in Battlefield 6, introduced Bezier-based path smoothing and data-driven positional scoring, and partnered with EA SEED on ML initiatives leveraging AWS for scalable training pipelines and production ML systems.
Principal AI Engineer at Zynga
January 1, 2021 - February 28, 2022
Led AI development in Unreal Engine 5 for Star Wars: Hunters, delivering a GOAP-based AI architecture for dynamic decision-making under CPU/memory constraints. Implemented multiplayer gameplay and AI features using Unreal RPC and replication, provided technical mentorship, and owned sprint planning, architecture documentation and performance tuning.
University Professor – Advanced C++ Programming (part-time) at Università degli Studi di Verona
October 1, 2020 - February 28, 2022
Delivered remote MSc-level instruction in advanced C++ programming, focusing on parallel programming, template metaprogramming, memory optimization and debugging for real-time simulations and high-performance game systems.
Software Engineer III / AI Tech Lead at Electronic Arts (EA)
September 1, 2019 - January 31, 2021
Delivered production-ready Recast-based dynamic pathfinding in Frostbite for multiple EA titles; led an AI strike team, prioritization and cross-team alignment; developed and optimized large-scale AI systems (navigation, pathfinding and behaviors) and contributed to crowd rendering and the graphics pipeline.
AI Software Engineer at Electronic Arts (EA)
October 1, 2017 - September 30, 2019
Delivered AI and gameplay systems for Star Wars Battlefront II and Battlefield V with a focus on real-time performance, stability and scalability; built autonomous AI using behavior trees and navigation; improved development workflows with tooling and autoplayers for automated testing.
Software Engineer at King
December 1, 2016 - October 31, 2017
Developed cross-platform engine and gameplay systems for mobile and browser; optimized memory usage (~30%) by refactoring JSON load/unload workflows; improved runtime performance and reliability through low-level optimization and profiling.
Software Engineer at Creative Assembly (SEGA)
October 1, 2014 - December 31, 2016
Contributed to real-time, high-performance gameplay simulation logic and AI for Total War: Warhammer; implemented C++ FSMs, formations, navigation workflows, and large-agent simulations; built internal tools with Qt and Lua for data-driven development.
Software Engineering Intern at Ubisoft
July 1, 2014 - October 31, 2014
Supported systems-level AI and physics engineering for Ghost Recon - Wildlands; implemented autonomous in-game vehicle decision logic and navigation, extended physics engine APIs, and assisted with profiling, debugging and validation of complex, interconnected systems.
Software Engineer at Pebble TV
December 1, 2012 - October 31, 2013
Developed Linux-based broadcast automation systems with C++/Qt; supported database queries; automated UI testing with Python frameworks; debugging and maintenance across distributed systems.

Education

Master's Degree in Computer Games Development at Università degli Studi di Verona
January 1, 2013 - January 1, 2014
Master's Degree in Computer Engineering (Machine Learning Specialization) at Università degli Studi di Siena
January 1, 2010 - January 1, 2012
Bachelor's Degree in Computer Engineering at Università degli Studi di Siena
January 1, 2007 - January 1, 2010

Qualifications

AWS Certified AI Practitioner
October 1, 2025 - March 31, 2026
Machine Learning Specialization
February 1, 2023 - March 31, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

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