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March 1-4, 2027
Moscone CenterSan Francisco, CA

Agenda

Building Ally Systems in 'Marvel's Wolverine'

Siyu Chen  (Advanced Gameplay Programmer, Insomniac Games)
Pass Type: Academic Pass, Festival Pass, Game Changer Pass, Indie Pass, Start-Up Pass - Get your pass now!
Hot Topics: AI
Track: Programming, Design
Audience Level: Intermediate
Format: Lecture
Vault Recording: TBD
Audience Level: Intermediate

This lecture provides a deep dive into the creation of friendly NPC (Ally) gameplay for Marvel's Wolverine, focusing on the tech and design approach built on top of previous Marvel's Spider-Man titles. It details the challenges and constraints the development team faces when attempting to create AI systems that promote a grounded and visceral hero. Because intimate camera angles and unique companion abilities establish new sets of heuristics, the presentation explores the necessary overhauls of spatial logic, combat flow, and narrative integration. Attendees learn how developers balance technical limitations with creative vision, utilizing new tools and design illusions to make cooperative combat feel impactful. Ultimately, this postmortem highlights the crucial lessons learned when adapting existing technology to an entirely new IP.

Takeaway

Attendees gain actionable strategies for creating and polishing gameplay systems under design and IP constraints. By showcasing specialized problem solving in building engaging companion experiences, they learn practical techniques encompassing AI positioning, pacing, pathing, and presentation.

Intended Audience

This session benefits narrative driven third-person action game developers, designers, and AI practitioners seeking practical insights into companion behavior in and out of combat. Attendees need a foundational understanding of day-to-day game design concepts.