AI holds the potential to revolutionize game experiences, yet we are still struggling to make computers play games as well as humans. For this SpilBar we have invited a handful of Danish developers to share how they experiment, work, play and screw up with AI. And perhaps resistance is not only futile but also fun.
16:35: Emil ‘AngryAnt’ Johansen: I AI and so can you!
16:55: Robin Malm & Morten Hedegren: Creating ECHO’s mimicking AI
17:15: Alfred Nguyen: 2D sprite-based companionship in Forgotton Anne
17:35: Beers, games and mingling
Emil ‘AngryAnt’ Johansen:I AI and so can you!
Like so many other titles and terms, Game AI means different things to different people. In this presentation I am going to describe my angle, operating in the field, and give some concrete examples of designs and solutions. Expect great tales, myth assassination, abstract implementation decisions, and enlightening illustrations.
About Emil ‘AngryAnt’ Johansen
I got into game development as they provided a much more interesting AI play pen than just files and terminals. This took me to through a bunch of studios to partnering up with friends at Framebunker – with heavy community engagement on the side. Not one to shy from challenge, I enjoy team dynamics and building creative tech.
Robin Malm & Morten Hedegren:Creating ECHO’s mimicking AI
In this talk we will go through some of the thoughts and process we went through when developing the AI for the action-stealth game ECHO, which features enemies that learn from the way you play the game. We’ll share thoughts on how we put the AI systems together, how we iterated on it and other aspects of the game to make it exciting to play against and how this shaped the levels and interactions of the game.
About Morten Hedegren
Morten Hedegren is a Game Designer at Ultra Ultra, where he worked on ECHO. Before that he’s worked at game studios such as IO Interactive and Playdead, and amongst other things has worked on multiple titles in the Hitman franchise.
About Robin Malm
Robin Malm is a programmer at Ultra Ultra and is part of the small team of eight people who made ECHO. Before Ultra Ultra, Robin studied at The Game Assembly and had an internship at Southend Interactive where he was part of the release of Sacred Citadel.
Alfred Nguyen:2D sprite-based companionship in Forgotton Anne
With Forgotton Anne we’ve created our own state-based system to implement most NPCs in the game. It had to be able to accommodate an AI companion, easy for for designers to use and experiment with, and modular in nature to adapt to changes in the production.
Hear some of the challenges we ran into not least owing to the art style of the project, and our solutions to them.
About Alfred Nguyen
Alfred Nguyen is the CEO at ThroughLine Games and the creative director of Forgotton Anne (launching May 15th). He has a background in animation films and has directed a number of award-winning games and short films.
SpilBar is a bimonthly event, where everyone in or close to the computer games industry can meet and mingle. The meetings always start with a talk and end with a drink.
SpilBar is initiated by Kristine Ploug from DADIU, and Thomas Vigild, Headmaster at Vallekilde Game Academy. SpilBar is organized in collaboration with Spilordningen and Interactive Denmark.
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