Matthew Jack (CEO & Lead Architect, Kythera AI)
Vladimir Kapustin (Principal Designer, Fraglab Studio)
Location: Room 2002, West Hall
Date: Monday, March 20
Time: 1:20 pm - 1:50 pm
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: Intermediate
In this talk, Matthew Jack and Vladimir Kapustin look at the AI for the fast-paced, immersive, co-op shooter from FragLab. The talk will be presented in a postmortem format, and cover a variety of topics including both technical solutions and broader ideas for how to approach the AI problems in your particular game.
Specific topics include their approach to prototyping (and how it paid off), why they found that "dumb AI" can actually get "smarter" when you simplify it (and how to go about doing that), how they improved cases where the AI in high-intensity encounters simply felt chaotic to some players, the approach to dynamic difficulty management that allowed them to tailor the experience to the individual player, and some AI tooling tricks that really paid off.
Takeaway
Attendees will walk away with broad ideas about how to approach AI development and solve the problems specific to their game—particularly, but not exclusively, if their game is a fast-paced shooter—as well as concrete techniques they can apply when implementing their own AI.
Intended Audience
This is for novice-to-intermediate AI developers and AI designers. Many takeaways are broadly applicable, but the talk will be of particular interest to anyone working on AI for fast-paced shooters.