Lead Gameplay AI engineer with 23 years of experience building and shipping AAA action-adventure, open-world, tactical shooter, and sandbox games, including Assassin’s Creed, Skate, Operation Flashpoint, and Mafi a. Expert in C++ and scalable AI systems, with deep experience in NPC behavior, gameplay, navigation, networking/replication, and large-scale living-world simulation. Proven track record of leading technical vision, building reusable systems, and driving cross-team and cross-studio collaboration to deliver player-fi rst, world-class gameplay experiences for millions of players.

Tom Nevrtal

Lead Gameplay AI engineer with 23 years of experience building and shipping AAA action-adventure, open-world, tactical shooter, and sandbox games, including Assassin’s Creed, Skate, Operation Flashpoint, and Mafi a. Expert in C++ and scalable AI systems, with deep experience in NPC behavior, gameplay, navigation, networking/replication, and large-scale living-world simulation. Proven track record of leading technical vision, building reusable systems, and driving cross-team and cross-studio collaboration to deliver player-fi rst, world-class gameplay experiences for millions of players.

Available to hire

Lead Gameplay AI engineer with 23 years of experience building and shipping AAA action-adventure, open-world, tactical shooter, and sandbox games, including Assassin’s Creed, Skate, Operation Flashpoint, and Mafi a. Expert in C++ and scalable AI systems, with deep experience in NPC behavior, gameplay, navigation, networking/replication, and large-scale living-world simulation. Proven track record of leading technical vision, building reusable systems, and driving cross-team and cross-studio collaboration to deliver player-fi rst, world-class gameplay experiences for millions of players.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Work Experience

Lead AI Engineer at Electronic Arts (EA)
September 1, 2018 - Present
Lead architecture and implementation of Skate’s AI and Living Worlds from prototype to release and live service. Defined AI direction and roadmap, scoped work with production, scheduled tasks, identified risks, and delivered production-ready solutions. Managed a team of engineers, driving career growth, performance, and a collaborative, high-trust culture. Collaborated with Frostbite, BioWare, Motive, and Criterion on shared AI and gameplay tech. Designed systemic pedestrian AI to create believable city life using behavior trees, perception, decision-making, locomotion, steering, and obstacle avoidance. Iterated with designers to craft rich player experiences. Architected a scalable networked traffic system for vehicles and pedestrians, expanding simulation from 50 to 500+ agents with smooth motion, authentic behavior, and low bandwidth. Delivered robust navigation for a large dynamic world via dynamic nav meshes, pathfinding, re-planning, dynamic Nav Links, and custom A* enabling pl
Technical Lead - AI / Gameplay at Ubisoft
February 1, 2012 - September 1, 2018
Led a team of AI engineers across two development cycles for Assassin's Creed Odyssey, Origins, Syndicate, and Unity. Mentored engineers and resolved high-impact technical risks across large multi-team projects. Designed and shipped navigation systems for massive open worlds including dynamic pathfinding, follower behaviors, formations, and obstacle avoidance for diverse agent types (humans, animals, boats, and vehicles). Built AI framework and behaviors covering group tactics, individual actions, companions, and mounted combat. Optimized AI for hundreds of concurrent NPCs while preserving gameplay performance. Delivered robust navigation for large dynamic worlds using dynamic nav meshes, pathfinding, re-planning, dynamic Nav Links, and a custom A* enabling traversal of player-edited environments. Enabled complex player interactions and action sequences.
Lead AI Programmer at Codemasters
November 1, 2006 - January 1, 2012
Led a team of 7 AI engineers across two development cycles for Operation Flashpoint titles. Designed hierarchical tactical decision systems, multi-threaded task-based AI, and other AI systems. Owned road map planning, scheduling, task tracking, hiring, and team management.
AI Programmer at 2K Czech
July 1, 2003 - November 1, 2006
Developed AI and gameplay systems for Mafia II.

Education

Master of Science (Ing./ MSc.) in Computer Science at Brno University of Technology
January 11, 2030 - April 28, 2026
Master of Science in Computer Science at Brno University of Technology
January 11, 2030 - April 28, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

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

Experience Level

Expert
Expert
Expert
Intermediate
Intermediate