AI developers behind Assassin's Creed III, XCOM: Enemy Unknown
, and Warframe
came together to discuss how they improved the AI in their games, with three focused postmortems given in this GDC 2013 video.
Courtesy of the GDC Vault
, these short but sharp postmortems explore how Digital Extremes overcame AI problems in Warframe
's procedural levels, how Firaxis created several distinct AI behaviors for all of its alien types in XCOM: EU
, and how Ubisoft Montreal changed the character's free running and navigation in Assassin's Creed III
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown
, and Warframe
Daniel Brewer, Alex Cheng, Aleissia Laidacker, Richard Dumas
Digital Extremes, Firaxis, Ubisoft Montreal, Ubisoft Montreal
Track / Format:
This session will provide a high-density look into the AI of three upcoming or recently released games. Unlike traditional industry postmortems, the session's presenters will dive immediately into the challenges faced, and how they addressed these challenges.
We will show how Warframe
dealt with the challenges of creating tactical and behavioral AI in procedurally generated levels of a multi-player co-op game. We will also show how Firaxis approached the movement and ability usage for the various alien types in this year's hit turn-based tactical shooter, XCOM: Enemy Unknown
. Lastly, the session will explain how Ubisoft upped their parkour gameplay in Assassin's Creed III
by improving on their already noteworthy climbing and running mechanics.
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