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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Companion Traversal in 'God of War: Ragnarök'

Salaar Kohari  (Gameplay Programmer, Sony Santa Monica Studio)

Pass Type: All Access Pass, Core Pass

Topic: Design, Programming

Format: Lecture

Vault Recording: TBD

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.

Takeaway

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.

Intended Audience

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.