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Game AI Summit: 'LEGO Horizon Adventures': Building Rawwsome Combat Gameplay with Robot Dinosaurs

David Wilson  (Lead AI/Gameplay Engineer, Studio Gobo)

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

Track: Programming

Format: Lecture

Vault Recording: TBD

Audience Level: Intermediate

From the outset, the enemy combat systems of LEGO Horizon Adventures looked like they would require familiar solutions to arena-based gameplay, that was until we mixed in the challenges of using many unique and sometimes huge robot dinosaur characters.

This talk contains a detailed look at how a selection of key AI and gameplay systems were adapted to work with the requirements of stylized quadruped movement, while maintaining the overarching goal of a desired combat pacing for five difficulty modes.

Takeaway

Attendees will gain a detailed overview of the systems required to maintain a controllable level of combat pressure with a group of non-humanoid enemy characters used in the game LEGO Horizon Adventures.

Intended Audience

This presentation is aimed at mid to senior level AI/Gameplay programmers who may be considering overall system architecture for their next title. However, due to the wider ranging subjects covered, there will be key takeaways for both Technical Animators and Technical Designers.



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