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How to Build Chase & Evade Behaviors with Emergent Gameplay
Premium Access April 4th, 2012

How to Build Chase & Evade Behaviors with Emergent Gameplay

Chasing and evading are some of the most commonly used behaviors, with applications ranging from sports to combat games. In this tutorial, you'll learn different ways to build chase and evade behaviors, starting with a simple behavior and incrementally adding reasoning and decision-making features to the AI. At each step you'll see how simple changes can result in dramatic changes to the gameplay!

Understanding the Second-Generation of Behavior Trees – #AltDevConf
Premium Tutorial March 21st, 2012

Understanding the Second-Generation of Behavior Trees – ...

This tutorial, given as a presentation at #AltDevConf 2012, provides the most comprehensive overview of the implementation of behavior trees to date. Since their incremental evolution into the games industry ~8 years ago, a lot has changed and there are clear trends in their uses and applications in commercial games. You'll learn the key principles behind first- and second-generation behavior trees as they are ...

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    December 2nd, 2011

    Level of Difficulty in CALL OF DUTY: MODERN WARFARE's Sniper Mission

    Balancing a game is a tricky process that involves many different systems, including enemy NPCs. Getting it right for players of different skill levels even more so! The sniper mission “All Ghillied Up” is one of the most famous and memorable of in MODERN WARFARE , and does a great job of illustrating how to handle difficulty levels. The mission includes a combination of linear sections with specifically spawned enemies, as well as open sandbox areas with difficulty adjusted enemies.

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    October 19th, 2011

    Bots of Lightning: Designing AI for MAGICKA that Withstands Electrocution

    How would you go about designing and architecting an AI to play MAGICKA? Specifically, what do you need to build a bot capable of replacing human co-op partners if necessary, accompanying the player through single player missions. The game presents many challenges, including a wide variety of spells that result from combinations of basic elements, not forgetting the challenges of finding good positions and balancing attack with defense.

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    June 30th, 2011

    An Introduction to Blend Tree Implementation and Animation Parallelization

    Over the past decade, blend trees have incrementally established themselves as the de-facto technique for implementing character animation. Since these blend trees are becoming more complex, implementing them efficiently is becoming a priority, allowing games to offload the bulk of the computation to separate dedicated processors like the SPU.

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    June 11th, 2011

    How To Architect Your AI: Case Studies from Indie Games

    The best way to learn is from real examples! In this review, you'll hear about four different work-in-progress indie games, and in each case the AI hasn't been developed (much) yet. You'll learn how to approach the design, what factors to consider, as well as how to architect the system and lay out the implementation plan. By going through this process for iOS games, web-games and PC games, you'll be able to apply this to your own games too.

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    April 18th, 2011

    The State of Character Animation Technology in the Games Industry

    Character animation remains one of the biggest challenges for creating believable NPC behavior, and it's arguably the fastest moving fields of game development. Staying in touch with recent games is one of the best ways to stay on top of trends! What's everyone doing and which patterns are most common? What techniques should you implement in your own games? Where are things going in the near future?

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    March 31st, 2011

    A Guide to Creating Rich and Varied Behaviors (F.E.A.R. 2 AI Analysis)

    With single player campaigns of first-person shooters expected to last 10h, it's important for the enemy soldiers to exhibit diverse behaviors. You don't want your players getting bored! When there are many enemies on screen, and multiple waves descend on the player's position, this can particularly be a problem. How do you add more variety and diversity to the AI's combat behaviors?

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    March 21st, 2011

    Level Design and AI Integration: Methods and Tools

    As Jay Wilbur once said, "Level Design is where the rubber hits the road." No matter how great your programming or how well designed your NPC behaviors, a level designer can make your work look like the most terrible or amazing AI ever built!

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    March 13th, 2011

    Influence Maps from A to Z: Representation, Algorithm and Parameters

    An AI's decisions are only as good as the information it gets, so for things like tactical and strategic reasoning influence maps are a critical component. They help not only at the individual level for picking positions, but also deciding where to attack or build bases. In fact, it's safe to say the more you use influence maps at all levels of your game AI the better it will be overall!

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    March 5th, 2011

    Building Your Own AI Director for Fun and Pacing

    Increasingly, emergence is not enough to build compelling gameplay experiences. You need some kind of monitoring of the player's behavior, allowing you to controlling the game's flow towards states that you know to be fun. That's where AI Directors come in, providing a layer of adaptive logic that improves upon near-random experiences.

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    October 12th, 2010

    Techniques for Procedural Generation of Levels and Gameplay

    While many games use procedural generation of geometry to reduce the workload of artists, more developers are experimenting with procedural levels for gameplay reasons. This is something that classic games on older platforms did regularly, however as Soren Johnson (Lead AI & Gameplay on CIVILIZATION 4) said recently: “I'm afraid it's becoming a bit of a lost art.”