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Ian Holstead (Gameplay Programmer, Ubisoft Montreal)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
On Assassin's Creed Valhalla the fight team had an ambitious mandate, as one of the core pillars of the game, we aimed to build not only hugely more enemies but also more unique and complex ones in addition to all of the player abilities needed for the dual wield system. In order to achieve this objective, we had to take the data driven fight system created for Assassin's Creed Origins and used by Assassin's Creed Odyssey and push it to it beyond it's original limits.
This talk shares both an overview of the systems and tools we used to create fight on Assassin's Creed in addition to a technical post mortem for the fight team on Valhalla. In doing so, it covers best practices for data driven systems that are maintainable, efficient, and scalable and why we approach data-driven systems with the same mindset as maintaining a code base.
This talk provides information which would help build data driven systems which are more efficient to reuse, less error prone and are easier to debug and learn.
This talk is aimed at gameplay/AI programmers, technical designers or anyone who is either creating a new data-driven system or using one and might be looking to expand the team, re-use data between projects, or just want a fresh perspective!