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Melee AI in 'The Last of Us Part II'

Ming-Lun Chou  (Game Programmer, Naughty Dog)

Pass Type: All Access Pass, Core Pass

Topic: Design, Programming

Format: Session

Vault Recording: TBD

Audience Level: N/A: I would like to deliver a virtual presentation only

For the first time since the Uncharted series, Naughty Dog wanted to upgrade melee combat experience to bear equal weight to gun combat, with more emphasis on player skills and tight controls. Melee combat is much more spatially intimate to the player than gun combat, so the slightest hiccups in behaviors, visuals, or controls, would in turn be amplified and become more noticeable to players. This presentation will go over various issues the melee combat team at Naughty Dog have encountered, as well as how they come up with various modular solutions that can be applied to other games individually.

Takeaway

Attendees will learn various building blocks (with a focus on the AI side), as well as several useful run-time environmental analysis tools, that help creating a tight and smooth melee combat experience. The building blocks are modular, so each one of them can be applied in games individually as the developers see fit.

Intended Audience

This presentation is intended for anyone looking to have the characters in their player-vs-AI melee combat be more intimate and properly integrated with a highly detailed environment.