Premium Interviews

Design Pitfalls and Cryses for Action Shooters
Premium Interview September 26th, 2008

Design Pitfalls and Cryses for Action Shooters

In this session, Mikko Mononen discusses his experiences and presents 5+1 pitfalls that developers fall into when designing game AI for shooter games. The talk discusses avoiding complex solutions when possible, not necessarily simulating characters and their brains accurately, striving towards believable behaviors rather than realistic ones, embracing special cases rather than mimicking the elegance of physics ...

[Bonus] Next-Gen Animation for Games and AI
Premium Interview September 23rd, 2008

[Bonus] Next-Gen Animation for Games and AI

In this talk, leading animation researcher Michael Gleicher takes a tour of the field of motion synthesis, locomotion and character animation. In particular, Mike discusses ways to improve I.K. using local warping around the constraint frame, implementing a skeleton based on point clouds that allow for a little stretching to overcome I.K. problems, interfacing between AI / Animation interfaces by taking into ...