GDC + [email protected] 2018 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.

Walk Tall, My Friends: Giving Life to AI-Buddies in 'Final Fantasy XV'


Prasert "Sun" Prasertvithyakarn (Lead Game Designer, Square Enix)

Location: Room 24, North Hall

Date: Thursday, March 22

Time: 10:00am - 11:00am

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design, Programming

Format: Session

Vault Recording: Video

Audience Level: All

Character design is usually misunderstood as a job limited to character artists or scenario writers. That's not true anymore in next generation open world games, where players spend 99% of the time playing and not watching cutscenes. For this reason, game designers at Square Enix now focus on character storytelling by AI, and how to actualize them for the player, instead of only setting the characters. However, the concept of character storytelling by AI is still new and challenging. Game design, AI architecture design, and emotional experience design call for different expertise, but are all needed to create a living, experience-engaging AI-buddy, especially in a big and complicated open world game such as 'Final Fantasy XV'. In this talk speaker Prasert "Sun" Prasertvithyakarn will share with how he and his team at Square Enix combined these three designs to bring their three AI-buddies Prompto, Gladiolus and Ignis to life, pioneering the field, and searching for new approaches for the next generation to come.


Attendees will learn the power of using characters in in-game storytelling and experience design. They will also learn how to design AI structure that can support them. Prasert will also cover several useful techniques, including how to avoid design and technical traps that could lower your characters' potential for emotional experience.

Intended Audience

Designers, artists, engineers, writers can all benefit from this section. Attendees who are interested in multi-discipline or working with people from other disciplines would especially benefit from this session. No former knowledge in a discipline is required, yet experts and manias in each field will find this session truly enjoyable.