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Preparing AI Systems for 'God of War Ragnarok'

Goksu Ugur  (AI Lead, Santa Monica Studio)

Location: Room 303, South Hall

Date: Wednesday, March 22

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Lecture

Vault Recording: Video

Audience Level: All

More enemy variety, more companions, a more-lived world with a lot more characters and wildlife: The AI team had their work cut out for them as the studio transitioned into creating the sequel for God of War (2018).

This talk goes into multiple AI systems that were either implemented from scratch or improved massively based on the needs of the new game. Specific topics include the challenges and problems solved while migrating engineering and design teams to using behavior trees instead of Lua scripting, systems implemented to give AI more awareness about their surroundings and the new enhanced movement in vertical combat spaces.

Takeaway

Attendees will get a behind-the-scenes look at workflows and pipelines put in place as they improved their AI systems with design teams, and how they created their toolsets to use for realizing their vision for Ragnarök.

Intended Audience

This is for gameplay and/or AI programmers, as well as designers that work with combat, level, and encounter systems in regards to AI. All levels are welcome, no prerequisite knowledge is necessary.