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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
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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

Other Noteworthy Projects

view the archive
  • Haywire

    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.

    • C++
    • Unreal Engine 4
  • 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.

    • C++
    • Unreal Engine 4
  • Folder

    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.

    • Python
    • Javascript
    • Vue
    • Py4web
    • Bulma
  • Folder

    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.

    • C++
    • QT
  • Folder

    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).

    • C#
    • .NET
  • 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.

    • Unreal Engine 4
    • C++

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!