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AI in FORCED: Building Enemies for Tactical Arenas

Alex J. Champandard on December 12, 2013

How does a small team of two programmers embrace change and build an AI that's fun to play against? In this interview with Kenneth Harder from BetaDwarf, you'll find out how the AI was iteratively made to be more challenging yet easy to understand by the player. You'll also learn about the techniques used to implement third-person tactical action AI with tight constraints in Unity.