Salaar Kohari (Gameplay Programmer, Santa Monica Studio)
Location: Room 2002, West Hall
Date: Friday, March 24
Time: 10:00 am - 11:00 am
All Access Pass, Core Pass
Vault Recording: Video
Audience Level: All
This talk covers how the God of War Ragnarök team creates AI behaviors, level design systems, and animation tech to support the player and multiple companions traversing independently within the same systems.
It describes how navmesh is utilized to support character-specific traversal and pathing for areas that may include many characters, and explains the AI behaviors and components created to facilitate a simple and flexible way for level designers to setup companion traversal. Lastly, this talk touches on animation techniques that are utilized to ensure smooth visuals and dynamic positioning during traversal.
Attendees will learn how to create AI behaviors, level design systems, and animation tech to support the player and multiple companions traversing independently within the same systems. The techniques, challenges, and workarounds can be applied to future games that require high-fidelity, adjustable companion traversal and positioning.
This is for programmers and designers who implement AI traversal in their games, especially for non-hostile companion characters. Prior knowledge of player traversal systems and navmesh connections is useful but not required.