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

Alex J. Champandard on March 31, 2011

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?

This review of F.E.A.R. 2's AI looks into how you can create more variation in your AI. You'll not only see the Goal Oriented Action Planner (G.O.A.P.) in action, but also how the level design and annotations help make the enemy behaviors much richer — in particular using varied movement, smart objects and traversal packs. The review process will also give you insights into how to analyse games to learn from them and leverage their best ideas.