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AI Summit: Controlled Chaos: The Combat of 'Marvel's Guardians of the Galaxy'

Rodrigo Barros Lima  (Lead AI Programmer, Eidos Montreal)

Olivier Tremblay-Ross  (Principal AI Programmer, Eidos Montreal)

Location: Room 2002, West Hall

Date: Monday, March 21

Time: 4:40 pm - 5:10 pm

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

Topic: Programming

Format: Session

Viewing Experience: In-Person

Vault Recording: Video

Audience Level: No

Marvel's Guardians of the Galaxy is a single player narrative experience where the player takes control of Star-Lord, the so-called leader of the Guardian's of the Galaxy. One of the core pillars of the project is that we should sell to the player the fantasy of actually "hanging out with the Guardians". In order to achieve that, AI companions should feel alive and capable of engaging in convincing interactions with the player. By having four AI companions, and a great variety of enemy archetypes during combat, we had to learn to embrace its chaotic nature and really push the limit of our AI and gameplay systems. On this presentation, we will focus on an overview of some core AI systems, such as, combat behavior tree, threat management, range and melee combat systems, brawling motion matching, combat acting and contextual barks, their evolution throughout production and some of the lessons we learned along the way.

Takeaway

An overview of the main systems and core AI architecture developed to bring the combat of Marvel's Guardians of the Galaxy to life (such as behavior trees, melee and range combat systems, motion matching, and contextual banters), and how they interact with one another in order to create a combat that is engaging, dynamic and that presents itself as an "spectacle" to the player.

Intended Audience

This presentation appeals to AI/Gameplay Programmers, Game Designers, Technical Level Designers. No prerequisite knowledge is required but having some basic notion about AI might help.