Premium Interviews

Designing and Prototyping an Independent Game
Premium Interview November 16th, 2009

Designing and Prototyping an Independent Game

How do you turn an idea for a game into something that's fun to play? What do you do when those ideas rely heavily on AI? How do you balance the apparent complexity that AI brings to a simulation with the desire to keep gameplay simple? Find out in this interview with veteran game developer, Borut Pfeifer, formerly a Lead AI Programmer at Electronic Arts LA, currently working on an independent game.

High-Performance AI for Dynamic Large-Scale Open Worlds in [PROTOTYPE]
Premium Interview August 15th, 2009

High-Performance AI for Dynamic Large-Scale Open Worlds in [PROTOTYPE]

In this 1h15 interview, you'll find out about the tricks used to populate streets of New York with hundreds of pedestrians in [PROTOTYPE]'s large-scale city. Discover how the AI was designed and implemented to support open-world three way battles between the Player, the Infected and the Military. You'll also learn about the different components in the game's AI, such as the behavior tree, the pathfinder, the ...

Learning and Generating Social Behavior from Gameplay
Premium Interview July 8th, 2009

Learning and Generating Social Behavior from Gameplay

Machine learning has made a lot of progress to recognize patterns in gameplay, as well as assist designers in improving the game's experience. But how can it be applied to learning social interactions from human gameplay recordings? In this hour long interview with Jeff Orkin (famous for his work on F.E.A.R.'s AI), find out about his research on The Restaurant Game and his recent white paper that describes how ...

The AI in DARK SECTOR and the Evolution Engine
Premium Interview July 1st, 2009

The AI in DARK SECTOR and the Evolution Engine

In this 1h45 interview, you'll find out how the AI in Dark Sector was designed and implemented — including anecdotes, iterations and tips from the development. In particular, this session will focus on three of the NPCs that Daniel Brewer worked on. You'll learn how all the technology came together with the gameplay to create the Mauler (close combat enemy with a shield), the Chroma (stealthy ...

A Venture into A-Life and Virtual Ecosystems
Premium Interview May 10th, 2009

A Venture into A-Life and Virtual Ecosystems

In this interview with independent developer Andy Schatz, you'll learn about the A-Life behind his series of games including Venture Africa and Venture Arctic, and the upcoming Venture Dinosauria. Find out how the game's AI was designed, how the creature behaviors were balanced, and how the predator / prey simulation was inspired by the behavior in nature. Andy also talks about opportunities for independent ...