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Session Name:

Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input


A core challenge in making immersive video games is mapping the limited set of actions the player can perform with the controller onto the much broader set of possible player intents in the game world. If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result. This lecture focuses on how we approached this problem in two key areas of inFamous: the aiming/shooting system, and the jumping/climbing system. The core concept presented is to provide intelligent augmentation of the user input, slightly guiding or amending player input towards likely intents.

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  • GDC 2010
  • Chris Zimmerman
  • Sucker Punch Productions
  • free content
  • Programming
  • Programming