ECGC 2019 Sessions

APRIL 16TH – 18TH, 2019

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Banishing Player AND Designer Grind with Emergent AI and Procedural Content

April 17 at 3:15 pm - 4:15 pm

Room: 302A

By Dave Mark

MMOs and other forms of persistent world games have long lagged behind in the capabilities of their AI. Characters on pedestals or rails, manually placed path waypoints, timed spawn points, hand-scripted attack sequences, and hand-authored quests and events are staples of the world-building process. However, it has become prohibitive for studios to crank out interesting content faster than the players can consume it resulting in dead periods where the world has nothing new – and players lose interest. What if we could make MORE immersive worlds… with LESS time and effort for the dev team? This lecture shows how better AI can not only enable more engaging characters (in and out of combat) but also give more continuously dynamic content with less grindy work from the design team. The result is a game world that can be “alive” and constantly engaging for the players!


April 17
3:15 pm - 4:15 pm
Event Category:


AI, Design, Production
Dave Mark

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