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.