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Design Pitfalls and Cryses for Action Shooters

Mikko Mononen on September 26, 2008

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 simulations, not constraining design to the capabilities of a path-finder, and taking into account player expectations during design.