Blending Autonomy and Control: Creating NPCs for Tom Clancy's The Division

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  • เผยแพร่เมื่อ 28 เม.ย. 2018
  • In this 2016 GDC session, Massive Entertainment's Philip Dunstan & Drew Rechner explore the design and creation of the combat NPCs that populate Tom Clancy's The Division.
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ความคิดเห็น • 6

  • @euchale
    @euchale 6 ปีที่แล้ว +2

    This is a really great talk! I hate how some games simply have the same enemy over and over again, with just a different color...

  • @RSProduxx
    @RSProduxx ปีที่แล้ว

    quite inspiring.

  • @TwitchCybul
    @TwitchCybul 6 ปีที่แล้ว +1

    Neat.

  • @valmassanctis2093
    @valmassanctis2093 6 ปีที่แล้ว

    Its not because you developed the AI tool, you know how Players reacts to NPC behaviours and level enviroment, you study 0 and 1, so focus on your job and work together with who study human behaviours or should at least do so. Giving better tools and working together with game and level designers are the best way. If u can, never restrict a good tool with parameters to tweak. Guess what the audience liked the game? Level Design :)

  • @AntaryMW2
    @AntaryMW2 6 ปีที่แล้ว

    58 minutes this guy talking about primitive things wich i saw already in fucking 2007 game STALKER, but saying nothing about why in his realistic setting NPC can tank a full clip in head and not die, saying nothing about why all game content feels the same (what fucking 36 different AI he talking about ? all i remember is "troops who run strait at you", "rest troops who hides in cover" and Hunters). I feel bad for Division 2.(dont forget preorder and season pass)

  • @user-ig8nd7lm3h
    @user-ig8nd7lm3h 6 ปีที่แล้ว

    Fix the game is full of hackers and come back and make division 2 fkn devs r sleeping