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Biomechanically Animated Dolphins in Shark Eaters
Premium Interview January 31st, 2015

Biomechanically Animated Dolphins in Shark Eaters

This interview with Omar Ahmad looks at the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game features a different system that animates skeletal rigs — inspired by neurology and learning of motor control. The result are smoothly animated fish and water mammals whose behavior partly emerges from the animation.

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization
Premium Interview January 4th, 2015

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization

Join Insomiac's Jan Mueller for a look into the AI behind XBox One exclusive Sunset Overdrive. In particular, you'll hear about the challenges and solutions for building compelling boss AI, how to create a good dog companion, and general solutions for enemy AI in open-world where players traverse very fast!

Games of the Year: The 2014 AiGameDev.com Awards for Game AI
Open Editorial December 31st, 2014

Games of the Year: The 2014 AiGameDev.com Awards for Game AI

Every year AiGameDev.com hosts the Awards for Game AI, shining the spotlight on the best releases of the past twelve months. There are six different awards, ranging from technology to design and of course overall game of the year.

Sunset Overdrive Broadcast & Best Game AI This Year?
Insider Newsletter December 17th, 2014

Sunset Overdrive Broadcast & Best Game AI This Year?

Dozens of articles and videos from around the web, and now's your chance to vote in the 2014 Awards for Game AI. Best wishes from the AiGameDev.com team!

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat
Premium Interview December 4th, 2014

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat

This interview with Matthew Jack digs into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. This includes the maneuver splines and 3D velocity obstacles, as well as behavior trees and live inspectors. You'll see the debugging tools in action, as well as the wider challenges of building a living ...