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

Procedural Generation of Mountains and Tracks in SSX
Insider Broadcast May 20th, 2012

Procedural Generation of Mountains and Tracks in SSX

The latest iteration in EA's snowboarding franchise uses procedural techniques to generate mountains and tracks. In fact, almost 80% of the SSX pipeline is achieved entirely procedural, creating 300 tracks on budget for 10. This interview with Caleb Howard will dig into how it's done, and how you can take it to 100% in your game.

  • Insider Broadcast
    April 29th, 2012

    Collision Avoidance for Game Characters with Velocity Obstacles

    Reciprocal velocity obstacle based collision avoidance has quickly become a staple of modern AAA games, allowing titles including Resistance 3, Warhammer 40k and Crysis 2 to seamlessly model scenes with complex character navigation. In this interview with Jamie Snape, one of the leading academic experts in the field, you will learn about the latest advances in the use of velocity obstacles in games.
  • Insider Broadcast
    April 22nd, 2012

    Procedural Generation and Simulation in DWARF FORTRESS

    We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology and about the simulation process which brings the world of DWARF FORTRESS to life.

  • Insider Broadcast
    April 15th, 2012

    Hybrid Procedural and Physics-based Animation in OVERGROWTH

    In this interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.

  • Insider Broadcast
    April 1st, 2012

    Tanks, Enemies and Comrades in RED ORCHESTRA 2

    This interview with John Gibson will focus on the challenges of bringing a multitude of AI soliders to life in RED ORCHESTRA 2, a WW2 shooter known for realistic combat. Discover how a behavior tree was used to coordinate the crew of a tank, and implement its tactical behavior. Learn how the AI sends wave after wave of soldiers at you and how your bot comrades help in stopping them.

  • Insider Broadcast
    March 18th, 2012

    Interactive Story Telling in ECHO BAZAAR

    This interview features Alexis Kennedy from Failbetter games and we will talk about ECHO BAZAAR, an award winning game featuring procedural story generation. Find out how the underlying engine manages large quantities of text (more than the bible!) and uses storylet patterns to create a dynamic choose-your-own-adventure story.
    WARNING, this event has been moved forward by two hours!

  • Insider Broadcast
    February 26th, 2012

    Orchestrating the AI Enemies of Resistance 3

    In this broadcast you will learn about the ground-breaking features that won Resistance 3 our own editor's pick award of "2011 Best AI in AAA Game". Together with Insomniacs' Jason Franklin and Adam Noonchester, you will hear about enemy coordination in the high level AI director-style logic, iteration with the level designers, the variation in enemy behaviors, and the jobboard tool that helped combine this all together.

  • 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!