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Fighting Sequelitis: Creating Combat NPCs for 'Tom Clancy's The Division 2'

Drew Rechner (Lead AI Designer, Ubisoft Massive)

Philip Dunstan (Lead AI Programmer, Ubisoft Massive)

Location: Room 2002, West Hall

Date: Tuesday, March 19

Time: 10:00am - 11:00am

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

Topic: AI Summit

Format: Session

Vault Recording: Video

Audience Level: Intermediate

This presentation explores the design and creation of the NPCs in 'Tom Clancy’s The Division 2'. Following the success of 'Tom Clancy’s The Division', Lead AI Designer Drew Rechner and Lead AI Programmer Philip Dunstan will provide a glimpse at their team’s AI postmortem on the game and a detailed look at the action plan that resulted for improving the AI in the sequel, including carefully selected gameplay and technological innovations. Particular focus will be placed on iterating on game AI design and implementation for a sequel that feels refreshing, innovative, and fun while also mitigating excessive risk.

Takeaway

Attendees will discover an inside perspective on the successes and failures of the AI in 'Tom Clancy’s The Division', and how this retrospective drove the development of and ambition for vastly improved AI in 'Tom Clancy’s The Division 2'.

Intended Audience

The intended audience for this presentation is any game designer or gameplay-focused programmer that interacts with AI or PvE combat systems.