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Session Name:

The AI of BioShock 2: Methods for Innovation and Iteration


This session proposes design goals for creating great AI in action games, from theory to practice. It then describes an agile, iterative process through which cross-discipline groups can quickly implement features and get real gameplay on the screen at an early stage, the goal of which is to allow for as much iteration time as possible. The session describes how production and iteration can coexist instead of being sequential, and it uses these goals and processes as a framework with which to trace two AIs from BioShock 2, the Brute and the Big Sister, through their development.

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  • GDC 2010
  • Kent Hudson
  • LucasArts
  • free content
  • Production
  • Production