Do you know a game you'd love to hear more about how the AI was Made? Are you releasing a game with interesting insights you'd like to share? Or are there game AI topics you'd like to know more about?
Yes? Then write to us with suggestions for interview partners or topics for masterclasses!
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Join us for this interview about critically acclaimed iPad strategy game BATTLE OF THE BULGE. You'll hear Miguel Nieves talk about his experience developing a utility-based AI, where it just worked and where it was more work than expected Other topics will include developing AI in short sprints for mobiles, how to approach the design for a board game, and the underlying architecture of the AI itself.
Miguel Cepero (blog at Procedural World) has set out to procedurally generate entire high-detailed worlds. Join us as he talks about the generation of terrain, vegetation and awe-inspiring buildings.
In this interview with Austin Krauss from Treyarch Studios, you'll find out about the AI in blockbuster title CALL OF DUTY: BLACK OPS 2 — in particular the multiplayer bots. Find out what challenges were faced building bots that can play along side human players and look convincing while doing so! You'll also hear about the underlying technology such as the navigation and integration with scripting.
Find out how a small team can leverage AI techniques to deliver unique gameplay in this interview with Pasi Kainiemi of Modulaatio Games. We will explore the AI in their indie game Running with Rifles in which hundreds of AI soldiers fight over portions of a big open world. You will learn about soldier AI (including vehicle driving) and how it reacts to player commands.
Join us this Wednesday for this beginner-friendly tutorial that focuses on creating specific behaviors and tools for #ctfcomp. You'll see how to build an AI for scouting, ambushing, hunting down bots and moving around stealthily. Don't miss this one if you are interested in combat AI or if you want to know what will get you into the top competitors.
Join us this week in an interview with Brendan Watts about the procedural level generation in the mobile hit SKI SAFARI. Learn how the track generation takes difficulty and level progression into account to deliver potentially endless fun.
This tutorial takes a practical approach to the CTF competition, and digs into tactical pathfinding, terrain analysis and visibility calculations. All the examples are grounded in maps that are available for the competition and simulated within The AI Sandbox. Drop by for tips and tricks to help win, or to learn something new for your project!