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 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!
This interview with Matthew Jack will dig 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. You'll see the debugging tools in particular, as well as the wider challenges of building a living world AI.
Building an AI that can scale to large planets is no easy task, and doing so with a Neural Network adds its own additional challenges! In this interview with Mike Robbins, Software Engineer at Uber Entertainment, you'll learn lessons learned applying machine learning to this highly acclaimed RTS title.
Join us for this interview with Robert Zubek about the city simulation game 1849. You'll learn how the simulation is driven by a rule-based approach, its implementation and insights from its application. You'll also hear about the underlying AI for the citizens too, and how it was built to support mobile/tablets.
This tutorial will focus on the new OpenCL specification called SYCL that allows developers to write parallel code in C++ as a single-source program. Using modern C++ programming techniques, kernels that run on the GPU (device) can be integrated into CPU code (host) easily using templates. This session will show some patterns to use in your code to make sure it's SYCL-compatible, and tools to use to help ...
In this interview, join Martin Anward for a peek behind the scenes of the development methodology that drives Paradox games and in particular how the artificial intelligence for Europa Universalis 4 was built — in particular the process of making it more transparent and human-like at the same time. Hear about how iterations are conducted, the importance of Paradox's patching model, their approach for testing ...
In this interview with Chris Park, you'll hear about the design and technology behind Arcen's most recent games, in particular The Last Federation. You'll see how the space combat was built around steering behaviors, how the combat scenarios are generated, and at the high-level the design and implementation of the grand simulation and its AI. For Bionic Dues, you'll learn about procedural generation of worlds ...