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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Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to other domains of games.
This interview with Paul Tero draws on experiences creating upcoming mobile app/toy Angry Dude, and a text-based agent training simulation branded and released alongside Skyfall (the most recent James Bond). Find out how chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data. You'll learn about the kind of ...
This interview will dig into the bots in the latest release of Heroes of Newerth, in particular how they were implemented. You'll also hear about the underlying Lua API from AI Programmer Paul Dziadzio, and how you can build your own for the game as well! (NOTE: This interview is on Wednesday.)
Join us on Monday for this interview about cross-platform indie survival game Don't Starve. You'll hear from the team at Klei Entertainment discuss generation of levels and their meta-data using voronoi graphs, the Lua-based behavior trees and state graphs, as well as the runtime logic that manages the player's experience.
The critically acclaimed turn-based strategy game from 17-BIT Studios features opponent AI that can challenge you, teach you how to play the game better, and make sure you have a great time! Discover how this was achieved from both code and design perspectives in this interview with Borut Pfeifer.
Find out out how Ronimo Games built the enemy bots for its 2D multiplayer online battle arena game Awesomenauts. You'll find out how the bots were made competitive, balanced and made fun to play against! Tune in for this live interview.
In this 100th live AiGameDev.com interview, you'll hear about critically acclaimed action game Sleeping Dogs from Lead Gameplay & AI Programmer Eric Tong. In particular, the game features a large open world with traffic and pedestrians, cover-based gunplay and free-running movement, as well as scenarios that balance autonomous and scripted using behavior trees. Find out how these things were implemented in ...