
Cyquential AI Studios: The Story
My name is Devan Mallory, and I am a 24 year old musician, developer and cognitive scientist specializing in game development and AI. I am also the creator of the Cyquential AI, an AI technology that combines techniques from 1990s symbolic Artificial Intelligence with modern concepts based on distributed representation of neurons, both in the brain and in deep neural networks. As the name implies, Cyquential AI Studios is a studio based off the Cyquential AI technology, and tries to combine it along with the integration of modern videogames that we design ourselves. At the moment, the studio mainly consists of just myself, along with a team of friends and freelancers who have all helped grow the projects. But I am always looking for people to help out!
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Skills: Embedded Systems and AI
In addition to game design, I am also very passionate about medical embedded systems. My research interests are primarily located in this area, both in the modern sense (non-invasive sensors) and in the future sense (neuromorphics and implants). I also have a vested interest in Symbolic Artificial Intellegence, particularly in new expanded predicate-based systems and algorithms such as non-axiomatic logic (NAL). I currently work as an embedded systems engineer at the Ohio State SENSE lab, helping to deploy tensorflow lite micro models on microcontrollers in the form of wearables, and additionally do general application development working to coordinate flash, usb, and spi-based ics together via RTOS's. My hope to be able to conduct development and research similar to this in the future.


An Nrf-5340 Development kit hooked up to a waveshare eink display. As there were no existing drivers to hook into zephyr's lvgl interface, I had to code my own, which ended up being quite the task due to the 8 pin configuration that eink screens use!
A closer up look at a manufactured MSenseHRV4 board, which is a wristband fitted with ppg, acceleration, bluetooth, and flash storage. I did the full programming for this device, as well as testing and deployment.
Skills: Game Development
From Psychophrenesis, to School Projects and Game jams, I have obtained a large quantity of knowledge of how to develop and make games, not just from the technical side but also from the art, marketing, and design side. Due to Psychophrenesis, I have accumulated around 2000+ hours in Game development. My specific skills include:
Unreal Engine-Experienced with gameplay development using Unreal Engine 4 & 5. Skills include Blueprint based scripting, and C++ scripting and plugin/module development. Also heavily experienced with Game AI, including Behavior Trees, Mass AI, and the AIPerception C++ system. Contributor to official c++ source (in the AIPerception module), and have utilized unreal through multiple game jams and personal projects.
Other Tools-Experienced with other various tools of game development, including Unity, Blender, Cascaduer, MotionBuilder, Houdini, and Panda3D. Also significantly experienced with compositon and production of cinematic and game music, with tools such as Ableton, Logic Pro X, FModStudio, and Studio One.

Houdini City Generation: For Psychophrenesis, I wanted to make a procedurally generated city level - and since at the time PCG was not avalible, I decided to try learning how to do it with houdini following several procedural tutorials!

Sprinting Movement Multiplayer Prediction - In Psychophrenesis, On Foot Pursuits are huge part of the game. As a result, I built a custom C++ networked stamina sprinting feature extending from Unreal's Character Movement Component, that also integrates inside the Gameplay Ability System.