Upcoming Broadcasts

High-Impact Coaching for Seniors and Lead Game Programmers
Ultimate Broadcast To Be Scheduled

High-Impact Coaching for Seniors and Lead Game Programmers

Often when a game gets cancelled or doesn't ship, the cause is the underlying team that wasn't performing quite to expectations. And with AI becoming more important in modern games, your role in the team also becomes more critical. How do you make sure everyone is pushing in the same direction and contributing their best to the project?

  • Ultimate Broadcast
    TO BE SCHEDULED

    Contracting Secrets for AI and Simulation Developers

    If you've built up experience in AI or game development over the years, how do you transition into contracting or freelance development? It can be a much more rewarding process both personally and professionally, but there are pitfalls to watch out for! In this exclusive consulting session, you'll hear secrets combined from experiences of developers in the field, and everything you need to know to get up and running.


Recordings & Replays

Behavior Tree Design 101 and Authoring Q&A
Insider Broadcast February 19th, 2012

Behavior Tree Design 101 and Authoring Q&A

Following up on last week's #AltDevConf presentation about the programming side of behavior trees, join us this weekend for a basic overview of BT design. As well as covering all your questions from the previous masterclass in more depth, You'll also be able to ask any question on the topic!

  • Insider Broadcast
    February 12th, 2012

    Understanding the Second Generation of Behavior Trees – #AltDevConf

    This presentation will provide the most comprehensive overview of the implementation of behavior trees to date. Since their incremental evolution into the games industry ~8 years ago, a lot has changed and there are clear trends in their uses and applications in commercial games. You'll learn the key principles behind first- and second-generation behavior trees as they are currently used in games — and what challenges and opportunities this presents for your game's AI and scripting system.

  • Insider Broadcast
    February 5th, 2012

    8 Things You Never Learned in #gamedev School

    Have you ever felt your team isn't performing at it's full potential? The reasons for this problem are rarely of a technical nature, and in this masterclass we will tackle some of the most common problems teams face in their daily routine. Examples include crunches, death marches, office drama, and designer-enforced vision. In this masterclass with Paul Reeves, you will learn to identify these challenges and how to overcome them.

  • Insider Broadcast
    January 29th, 2012

    Distributed Automatic Testing of AI and Animation in CRYSIS 2

    In this masterclass with Will Wilson, Senior Programmer at Crytek, you'll learn about automatic distributed testing and how it can help AAA titles withstand large development teams working on them and not collapse under the weight of bugs! In particular, you'll hear about a system that was pioneered on CRYSIS 2 to help test the AI, gameplay and animation after every check in. You'll also hear Will share how this system is currently being used at Crytek on other projects, with 100s of consoles validating every move the team makes.

  • Insider Broadcast
    January 22nd, 2012

    Combat AI and Animations in CASTLEVANIA: Lord of Shadows

    In this interview with Joan Parera, AI Programmer at Mercury Steam, you'll hear about the AI in the highly acclaimed combat adventure game CASTLEVANIA: LORD OF SHADOWS — a 3D reboot of the classic franchise. You'll hear about the AI decision-making for close combat, the animation and smart objects, as well as the underlying systems and special case AI algorithms used in the game.

  • Insider Broadcast
    January 15th, 2012

    Trends and Highlights in Game AI for 2011

    What were some of the most important moments of 2011 for artificial intelligence in games? Which trends developed over the year, and how do they affect you? Join our editor-in-chief Alex Champandard for his summary of the year and predictions of what's to come!

  • Insider Broadcast
    December 4th, 2011

    Rebuilding AGE OF EMPIRES' Legacy for the Online Age

    This interview with Mike Robbins, Gameplay Engineer at Gas Powered Games, digs into the AGE OF EMPIRES codebase from an archaeological perspective! You'll find out how the AI works in the game, and the way the system is structured. Mike will also share the changes made to turn the game into a more online-friendly experience.

  • Insider Broadcast
    November 27th, 2011

    SPACE MARINE: From Squad AI to Efficient Tactical Reasoning

    In this interview with Jesse Cluff, Senior AI Programmer at Relic Entertainment, you'll find out about the AI in the recent AAA-hit SPACE MARINE. In particular, you'll hear about the underlying behavior trees that power the enemies, and how they were coordinated into squads. Jesse will also share details about the tactical reasoning and cover pre-calculations.

  • Insider Broadcast
    November 20th, 2011

    Behavior Trees and Level Scripting in LEAGUE OF LEGENDS

    In this interview with Andrew Woo, AI Programmer at Riot Games, you'll find out more about the behavior tree implementation in LEAGUE OF LEGENDS. You'll discover how a visual tool was used for the scripting and design of levels, and more!

  • Insider Broadcast
    November 13th, 2011

    Writing Hardware-Optimized Gameplay Code on Xbox 360 & PS3

    As the end of this console generation approaches, it is becoming increasingly important to wring every last bit of performance out of available hardware. This masterclass with resident experts Philip Dunstan (formerly EA) and Matthew Jack (ex-Crytek) lifts the lid on the processing hardware of the Xbox 360 and PS3 and discusses the specific performance challenges faced when targeting these machines.

  • Insider Broadcast
    October 23rd, 2011

    Sneaking Around & Selecting Cover using Tactical Pathfinding

    Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including tactical pathfinding as a secret ingredient.

  • Insider Broadcast
    October 16th, 2011

    How to Build Chase & Evade Behaviors with Emergent Gameplay

    Chasing and evading are some of the most commonly used behaviors, with applications ranging from sports to combat games. In this masterclass, you'll learn different ways to build chase and evade behaviors, starting with a simple behavior and incrementally adding reasoning and decision-making features to the AI. At each step you'll see how simple changes can result in dramatic changes to the gameplay!

  • Insider Broadcast
    October 2nd, 2011

    Combat Bots in SECTION 8: PREJUDICE and Utility-Based Tactics

    SECTION 8: PREJUDICE is an exciting and fast-pace FPS, with a strategic twist given the history of TimeGate Studios. The bots in the game are some of the most adaptive and challenging shipped in a game this year! In this interview with Denis Papp (CTO), you'll find out everything about the AI in the game, from their low-level utility-based behaviors to the high-level strategy.

  • Insider Broadcast
    September 25th, 2011

    Bug Hunting: Understanding AI Architecture with Epic Failures

    In this live tutorial, you'll learn the basics of Game AI architecture thanks to in-game bugs caught on tape! Thanks to dozens of videos captured by players, you'll be able to understand the big picture behind the technology of modern game engines. After this, you'll finally be able to answer why the NPCs in your favorite game are behaving the way they do.

  • Insider Broadcast
    September 18th, 2011

    A Flexible and Expandable AI Architecture for STARCRAFT: BROOD WAR Bots

    In this masterclass with Johan Hagelbäck, Ph.D. Researcher at lekinge Tekniska Högskola in Sweden, you'll hear about the AI Architecture developed at BTH specifically for the STARCRAFT: BROOD WAR competition. The bot is based on influence maps, and won one of the first preliminary S:BW contests at CIG 2010. Find out about the latest iterations in all its details, including its structure from the low-level squad behaviors to the high-level base building and upgrades planning.

  • Insider Broadcast
    September 4th, 2011

    How to Avoid Common Performance Pitfalls When Programming Gameplay and AI

    Gone are the days of games with small level maps and a handful of NPCs. As games become more complex the requirements placed on the AI systems also grows significantly larger. Furthermore, AI techniques are increasingly being used in many other parts of the game engine, and the high levels of indirection that are common in AI code can be notoriously difficult to optimize.