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Session Name:

Creating Frankenstein's Monster: Case Studies of Building a New NPC


Whether it be for an action shooter or for a more laid-back RPG experience, creating a new NPC for a game can be an interesting challenge, especially under tight time constraints. Often, it involves many different departments - design, art, sound, effects, and programming - all of which must coordinate in a way to get a distinct character rather than a muddle of different pieces and parts. More often of late, AI sits squarely in the center of this process by coordinating all the different working parts into something that feels like a character. This lecture will walk through two distinct examples " Warframes Grineer Hellion and the Royal Advisor from The Sims: Medieval " and explain some of the process of how these characters were designed and built.

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