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Hayato Yoshidome (Sr. Staff Technical Combat Designer, Sony Santa Monica Studio)
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Design, Programming
Vault Recording: TBD
Audience Level: All
'God of War' is a new beginning for Kratos as well as for the Sony Santa Monica development team. While Kratos struggled to build a meaningful relationship with his son, this talk will detail how the development team worked to make Atreus a fully realized companion AI. From conception through several approaches and iterations, how do you maintain Kratos' iconic combat style while making Atreus feel vital and important to gameplay? How do you do all of this while simultaneously reimagining Kratos' style of combat from the ground up? Delving into the different archetypes explored, as well as pitfalls to each iteration along the way, this talk will take attendees through the process of designing and building a compelling AI that is as integral to the gameplay as he is to the story.
This talk takes attendees through all the iterations of Atreus as a fully realized companion AI. They'll learn about why certain solutions didn't work and how specific problems were solved. They'll be provided with footage examples and come away with an understanding of what goes into designing Atreus.
The talk is intended for designers and programmers who want to design and implement a companion AI for their game. Although a lot of the solutions and findings will be based around a 3rd person camera, the core concepts, "why's" and solutions will still be relevant for any game.