**Responsibilities**
We're Atlas XR, the team behind Beyond Sandbox, a top-selling title on the Meta Store
What you'll work on
Designing and shipping advanced AI behavior using Unreal's State Tree as the primary authoring surface — selectors, tasks, evaluators, conditions, and the integration glue around them.Building tightly-coupled AI + Animation systems: motion matching, layered state machines, animation-driven AI decisions, IK, root motion, procedural locomotion, and full-body coordination.Architecting perception, navigation, decision-making, and group/squad coordination at a scale that runs comfortably on Meta Quest hardware.Owning the C++ infrastructure: actor classes, components, controllers, blackboard/state tree extensions, replication for multiplayer AI, debug tooling.Collaborating with our animation, design, and gameplay programmers to push AI from "scripted behavior" into something that genuinely surprises players.Making the architecture calls that the rest of the AI work will rest on for years.**Qualifications**
What we're looking for
Strong production experience with Unreal Engine 5 in C++ (not just Blueprints).Deep, hands-on experience with State Tree — you've shipped or seriously prototyped with it and have opinions about where it shines and where it doesn't.Strong animation systems background: AnimBP, Anim Graph, state machines, blend spaces, motion matching, IK rigs / Control Rig, root motion, and how AI drives all of this.A real track record of clean, maintainable C++ and architectural judgment, you know when to abstract, when not to, and how to leave a codebase better than you found it.Ability to thrive in a fast-moving startup: high autonomy, high ownership, short loops, no hand-holding.Excellent English.**How to Apply**
Send a short intro, your CV/portfolio, and ideally a writeup, video, or repo of an AI system you built to jonathan@atlasxr.co. Tell us what you owned, what you'd do differently, and what you're proudest of.