Hey, my name is
Jack Vento
I build solutions.
I’m a software engineer currently working at Archetype Entertainment on Exodus.
About Me
Hi! I'm Jack and I'm a software engineer with a passion for developing innovative and scalable solutions. Growing up an avid gamer and aspiring engineer, my enthusiasm for technology stems from the deep intersection of creativity and engineering that software engineering provides.
Over my career, I have contributed to collaborative, high-impact projects at Wizards of the Coast (Archetype Entertainment),Blizzard Entertainment, and Electronic Arts (Industrial Toys).
Some of the prominent tech I've worked with over the years:
- C/C++
- Python
- AI Programming
- Unreal Engine 4/5
- Perforce
- Jira/Confluence

Curriculum Vitae
Gameplay Engineer (AI) - Wizards of the Coast (Archetype Entertainment)
Exodus (PS5/Xbox/PC), April 2024 - Present
- Served as the point of contact for companion development, including but not limited to exploration behaviors, traversal, and combat.
- Developed combat systems for both companion & enemy AI (positioning, ticketing, coordination, attack systems, cover, evade, etc).
- Contributed to animation engineering by creating safe patterns for gameplay-anim communication.
- Worked closely with design to create new enemy and companion AI.
Some of My Projects
Wizards of the Coast (2024-Present)
Exodus
A new AAA science fiction action-adventure role-playing franchise from Archetype Entertainment.
As a gameplay AI engineer, I'm focused on building best in class companion & enemy AI.
- C++
- Unreal Engine 5
Blizzard Entertainment (2023-2024)
Unannounced Survival Game
Blizzard's Unannounced Survival Game was a next-gen multiplatform multiplayer title targeting an incredible amount of AI and players all at once.
On this title, I was responsible for helping build the AI creatures as a gameplay AI engineer.
- C++
- Proprietary Engine
Electronic Arts (2021-2023)
Battlefield Mobile
Built from the ground up to be a standalone Battlefield game, Battlefield Mobile was a fully-fledged AAA FPS for iOS & Android.
As a gameplay AI engineer , I primarily worked on the game's multiplayer bots. See my resume for more!
- C++
- Unreal Engine 4
Other Noteworthy Projects
view the archiveHaywire
Haywire was my science fiction atmospheric horror submission for the 2020 Moon Jam. Demo available here
Responsive yet restrictive player interactions, scripted and diverse sound cues, carefully crafted lighting, and frightening enemies leave the player consistently on edge throughout the experience but never feeling unjustly punished or lost.Trailblazer Crisis
Trailblazer Crisis is an unfinished scifi adventure game where the player takes to space on an expedition to find Humanity a new home.
The game features:
Carefully scripted narrative influenced by passive & active player choice, weighty weapon handling, advanced locomotion (mantling & foot/hand IK), NPCs that react to the player’s combat and narrative choices in real time, and incredible accessibility and control options.Instant Wrapped
Instant Wrapped is a Spotify integrated web application that allows users to generate listening statistics for a number of time periods, create playlists from their results, and compare their libraries with other users.
Built for CSE 183, it uses py4web on the backend, Vue & Bulma on the frontend, and Google Cloud for deployment.Course Planner
C++ QT application that helps students identify and automatically add any prerequisites for a prospective course. While the backend extensively utilizes the STL, the frontend uses QT for instant cross platform deployment and a consistently native feel.
STEM Utility
C# .NET application targeting STEM students that features a unit converter, numeral base converter, and formula calculator. The unit converter and formula calculator organizes common units/formulas by topics (physics, trigonometry, calculus, computer science, etc).
Beyond Sol
Scifi FPS prototype built in UE4. The primary goal of this project was to reverse engineer Epic’s Shooter Game sample and thoroughly learn UE4 in the process.
My additions include incorporating the GameplayTags to enable lightweight, realtime tracking, improving passive AI behavior, and tweaking projectile weapon physics.
Contact
Get In Touch
I'm always looking for new, exciting opportunities and interesting projects. Whether you have one of those or just want to say hi, shoot me an email below or a message on one of the linked socials to the left!
Email

