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Archive for the 'AI' Category

I just got an article published on Gamasutra!

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Annecy 09 / AIgamedev

Just came back from the excellent Annecy 09 animation festival, and a short stop in Paris for the AIgamedev conference, the latter marking my first attempt at public speaking as a game developer.
I was invited to participate in a panel on how animation combines with AI to create interesting character behaviour, which has been a [...]

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IAnim – Valve

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games…
A bit of Half Life 2 and Team Fortress 2 this time…

One thing Valve does very well is make it feel like you’re present in the world by having characters react to [...]

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IAnim – Outcast

For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games…
Today, Outcast…

It may be cause for concern that a ten year old game still merits inclusion, but it is a testament to just how far ahead of its time Appeal’s open-world adventure [...]

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For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games…
First up, Assassin’s Creed…

No doubt its movement and environment interaction are a milestone in game animation, weaving elegantly through crowds and running effortlessly across rooftops… but there is another aspect of this [...]

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IF

I have a sort of distant love/hate-relationship with Interactive Fiction (once known as text adventures) in that I can appreciate what they’re trying to do with character interaction and dynamic storytelling, but I *hate* reading on computer screens – especially in high-contrast – because it literally hurts my eyes*. So I can’t stand actually playing [...]

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Gold

A bunch of great stuff on the web lately. I found this fascinating site about game AI with some really interesting insight into the workings of NPC behaviour in games like The Sims, Thief, Façade and many others. Recently there was a great discussion about how to communicate NPC intelligence to the player. Needless to [...]

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