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Ramon Viladomat (Expert Gameplay Programmer, Ubisoft)
Date: Wednesday, August 5
Time: 9:00am - 9:30am
Pass Type: Conference Pass - Get your pass now!
Vault Recording: Video
This session will be a deep dive into the creation of a behavior tree based weapon system. It follows the thought process and obstacles behind its architecture and showcases how we can successfully use AI techniques in other domains. The presentation takes us through several examples, from basic to more complex ones, while seeing how all the pieces of the puzzle fit together. It also demonstrates how we can boost data driven ideas to the next level, think outside the box and create new features fast without any code support.
Attendees leave the session with practical examples of classic AI algorithms applied to other disciplines and insight on the creation process of an exotic and robust weapon system. With data driven development becoming a key ingredient for successful AAA production, the session shows node simplification using parametric inputs and real-time tweaking.
Although no specific previous knowledge is required as everything is explained with examples and builds up from there, programmers doing AI, gameplay or building designer facing systems are the recommended audience.