Simulation and AI Engineer

Games and simulations for humans and AI agents.

Creating Procedural Augmented Generation (PAG) systems that integrate generative AI pipelines with procedural content generation. Building worlds where humans and AI agents learn, play, and evolve together.

Portfolio

From autonomous agents to synthetic data generation, my work spans the full spectrum of game and simulation engineering.

All
Unreal
Unity
Games
Simulations
AI
Experiments

Reviews

A few good things said about my work.

  • The Intersection Between Gaming and AI

    A conversation with Alex Rozgo

    Shield AI is a combination of awesome hardware, future tech and personal responsibility. And I can’t imagine anything harder and more compelling than protecting people with intelligent systems.

  • 'Rawbots' lets you build the Wall-E of your dreams

    Lego Mindstorms in video game form

    Managing complexity by carefully designing simple axiomatic building blocks. Then you can let your robot loose in an open world where you're encouraged to experiment.

  • Touch Arcade on Grokion

    This game looked impressive in screenshots, but seeing it in motion is something else.

    In the two videos he has posted we see multiple weapons, using missiles to break things, a grappling hook to solve physics puzzles, and many other amazing things that have come out of this one-man wolfpack of iPhone development.

  • Slide to Play

    There’s a good reason for Briscas’s longevity, and this classy iPhone game definitely does it justice.

    For a casual card game, Briscas looks fantastic. The game is fully animated, and includes special effects like lightning bolts and earthquakes for winning big tricks.

  • And
    yet
    it moves!

Articles & Insights

Thoughts on AI, simulations, and the future of virtual worlds

Nash Equilibrium as a Measurement Tool

Nash Equilibrium as a Measurement Tool for Virtual Worlds

What if the secret to creating vibrant virtual worlds isn't achieving perfect balance, but measuring how far we are from it? A new perspective on using game theory in virtual world design.


Situational Complexity in Massive Simulations

Situational Complexity in Massive Simulations

Introducing Situation Design: a higher-level framework for managing the exponential complexity of dynamic interactions in massive games through organic, scalable "bubbles" of activity.


Meaning and Memory in Massive Simulations

Meaning and Memory in Massive Simulations

Revolutionizing virtual worlds by starting with meaning instead of objects, and implementing distributed environmental memory that creates truly persistent, organic worlds.


ModernBERT in Game Development

ModernBERT in Game Development

Exploring how ModernBERT's efficient architecture and strong classification capabilities can enhance NPC behavior, dynamic difficulty, and procedural content validation in games.


Advanced AI Architectures

Advanced AI Architectures for Immersive Virtual Worlds

From Actor Models to Behavior Trees, explore the cutting-edge AI architectures that enable virtual worlds with entities that learn, adapt, and create emergent behaviors.

About Me

With four parameters I can fit an elephant, and with five I can make him wiggle his trunk.

Alex Rozgo

AI Engineer for Games and Simulations

I'm interested in crazy ideas, body tech upgrades, life extension, curing cancer; or creating virtual worlds where none of this matters.

Unreal Engine is my engine of choice. Using physics, AI and control systems for building immersive experiences for eXtended Realities.

Over 20 years working with Unity3D since its inception, extensive experience with Unreal Engine, and over 20 years developing games and simulations. Expert in machine learning, multi-agent systems, synthetic data generation, and bridging the simulation-reality gap for defense, robotics, and entertainment applications.

Nothing is harder than building simple things. I manage complexity by building blocks from first principles. Love the speed of C and beauty of Haskell. I'm functional first, design with types and develop with tests. But will die on a hill for Rust.

Technologies

AI/ML frameworks, game engines, and tools powering next-generation simulations


Languages

Python • C++ • C# • Lua • Rust • GLSL/HLSL • JavaScript • TypeScript

AI & Frameworks

TensorFlow • PyTorch • OpenCV • CUDA • ROS • Hugging Face • Candle • GStreamer

Game Engines & Platforms

Unreal Engine • Unity • Roblox • Isaac Sim • SteamVR • HTC Vive • Oculus • WebGPU • WebRTC

Contact Me

Let's talk about creating unique experiences.

alex.rozgo@gmail.com