Philip Dunstan is a Freelance Games AI Programmer based in Malmö with over a decade of hands-on experience building AI for both AAA and indie titles. He led AI teams and tech for major projects at Massive Entertainment, including Star Wars Outlaws and The Division series, shaping NPC systems, tooling, performance targets and multinational codev relationships. Now consulting, he helps studios architect core AI systems, ship initial NPCs and migrate complex projects to modern engines (including an Unreal 5.6 upgrade). His background spans physics and systems engineering at EA through to research and education at AiGameDev, giving him a rare blend of low-level performance expertise and high-level gameplay design empathy. Known for creating designer-friendly AI tools and clear technical roadmaps, he’s cited by collaborators for dependable delivery and smooth team integration. Philip’s practical research roots and past GDC presentations reflect a commitment to sharing techniques that scale from prototypes to shipped live-service titles.
12 years of coding experience
21 years of employment as a software developer
PhD (Incomplete - All But Dissertation) Information Technology, PhD (Incomplete - All But Dissertation) Information Technology at The University of Western Australia
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