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Cover of What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate
30 min
Game Developers Conference30 min

What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate

The implementation of vehicle artificial intelligence in Assassin’s Creed Syndicate was driven by the need to integrate dynamic, physics-based carriages into a world defined by parkour, stealth, and historical accuracy.

  • To integrate carriages into Assassin's Creed Syndicate, developers implemented 'navmesh patching,' which dynamically alters the navigation mesh by punching holes in it based on the vehicle's rigid body size to allow NPCs to interact with moving vehicles.
  • Due to the high computational cost of navmesh patching, the system was limited to updating only one vehicle per frame and prioritized patching based on the vehicle's proximity to the player.
  • The team utilized 'virtual vehicles'—fake entities existing in virtual space—to group NPCs by faction, allowing multiple NPCs to spawn with a single vehicle request rather than spawning individual vehicles for every enemy.
Game Developers ConferenceNov 2017
Cover of UX in Google Earth VR
54 min
Game Developers Conference54 min

UX in Google Earth VR

Google Earth VR prioritizes user comfort and intuitive navigation as the primary pillars of its design philosophy.

  • Google Earth VR mitigates motion sickness and spatial disorientation by using a tunnel vision technique that provides a stable horizon reference via a high-contrast grid.
  • Navigation is optimized through non-linear power curves and altitude-based blending to replace jarring constant speeds with smooth, responsive movement transitions.
  • The platform incorporates tactile feedback through low-pass filtering on controller rays and physics-based spring models to simulate weight and resistance in the virtual environment.
Game Developers ConferenceNov 2017
Cover of Connecting Players and Franchise Across Console Generations in the Dragon Age Keep
48 min
Game Developers Conference48 min

Connecting Players and Franchise Across Console Generations in the Dragon Age Keep

The Dragon Age Keep serves as a strategic solution to the technical limitations inherent in traditional save-game imports, effectively decoupling narrative logic from specific game clients.

  • BioWare developed the Dragon Age Keep as a web-based 'World Vault' to solve the technical failures of traditional save-game imports, which were prone to errors and difficult to patch across console generations.
  • The system uses a centralized web service called 'Orbit' to abstract plot logic and player choices from the game client, allowing developers to update story states and fix bugs without requiring client-side patches.
  • By moving the world state management to the web, the team enabled players to maintain continuity and emotional investment across multiple games, novels, and comics within the franchise ecosystem.
Game Developers ConferenceNov 2017
Cover of The 2017 Indie Soapbox
61 min
Game Developers Conference61 min

The 2017 Indie Soapbox

Independent game development thrives when creators prioritize authentic personal expression over market trends.

  • Indie developers should prioritize authentic personal expression and creative integrity over chasing market trends to foster deeper audience connections.
  • Sustainable production requires realistic task estimation and the rejection of crunch culture to treat game development as a long-term craft rather than a sprint.
  • To prevent feature creep, developers should implement formal conceptualization and requirement-freezing while utilizing hybrid processes to optimize limited resources.
Game Developers ConferenceNov 2017
Cover of Everything's on Fire and No One Knows What to Do (In Game Writing)
52 min
Game Developers Conference52 min

Everything's on Fire and No One Knows What to Do (In Game Writing)

Modern game narrative design functions as a highly collaborative, iterative process that demands a departure from solitary creative work.

  • Modern narrative design requires shifting from solitary creative work to a collaborative, iterative process integrated directly into the broader game production pipeline.
  • Writers should employ modular design strategies, such as floating NPCs and narrative choke points, to ensure story elements remain resilient during frequent project rescoping.
  • Effective narrative management relies on data-driven communication, where writers quantify the impact of requested changes to help producers balance creative vision with technical constraints.
Game Developers ConferenceNov 2017
Cover of Level Design Workshop: Architecture in Level Design
22 min
Game Developers Conference22 min

Level Design Workshop: Architecture in Level Design

The application of architectural principles to level design serves as a powerful tool for establishing mood, guiding player behavior, and creating cohesive game environments.

  • Architectural consistency in structural layout, materials, and massing is more critical for player immersion than achieving photorealism.
  • Designers should establish a 'party'—a fundamental organizational logic—to ensure that circulation, massing, and materials create a unified atmosphere.
  • Spatial geometry should be used to intuitively guide player behavior and navigation, reducing the need for explicit signposting or decorative detail.
Game Developers ConferenceNov 2017
Cover of Creating Complex AI Behavior in Stellaris Through Data-Driven Design
35 min
Game Developers Conference35 min

Creating Complex AI Behavior in Stellaris Through Data-Driven Design

Stellaris employs a sophisticated, data-driven, utility-based artificial intelligence architecture designed to manage complex decision-making processes within a grand strategy framework.

  • Paradox Interactive utilizes a data-driven AI architecture in Stellaris to separate game logic from content, allowing designers to modify NPC behavior via scripts without requiring constant code recompilation.
  • The system uses a weighted algorithm to drive AI decision-making, where designers assign values to specific actions (such as ship construction or perk selection) that the AI evaluates against current game states.
  • Data-driven design enables rapid content expansion; for example, implementing complex features like traditions and ascension perks required less than a day of programming work because the underlying logic was already modular.
Game Developers ConferenceNov 2017
Cover of Stillfront Group Q3 Report: 2017
Presentation23 pages

Stillfront Group Q3 Report: 2017

Stillfront Group’s Q3 2017 report outlines a strategic objective to become the leading global group of independent game studios by balancing high-growth potential with risk-mitigating diversification.

  • Stillfront Group achieved 45.4 million SEK in net revenue for Q3 2017, maintaining a consistent 22–24% quarter-over-quarter growth rate for three consecutive quarters.
  • The company reported a rolling 12-month revenue of 137.3 million SEK and an EBITDA of 43.7 million SEK.
  • The portfolio of core products grew by 275% over the 16-month period preceding Q3 2017, driven by the acquisitions of eRepublik Labs and OFM.
StillfrontNov 2017
Cover of Three Years of Tilt Brush
60 min
Game Developers Conference60 min

Three Years of Tilt Brush

Tilt Brush originated as a serendipitous byproduct of a virtual reality chess experiment, where debug trails were repurposed into a functional 3D painting tool.

  • Tilt Brush originated as a two-day prototype created from debug trails in a VR chess experiment, demonstrating the value of repurposing game development assets.
  • The project successfully transitioned from an independent studio to a Google-backed product by applying agile gaming workflows like particle rendering and rapid iteration to non-gaming VR.
  • To scale development after the 2015 Google acquisition, the team launched an Artist in Residence program involving 60 professional creators to stress-test features and inform product direction.
Game Developers ConferenceNov 2017
Cover of Crafting Destruction: The Evolution of the Dead Space User Interface
62 min
Game Developers Conference62 min

Crafting Destruction: The Evolution of the Dead Space User Interface

The design philosophy behind the Dead Space franchise centers on the integration of diegetic user interfaces to heighten player immersion within a sci-fi horror setting.

  • Diegetic UI design prioritizes immersion by integrating essential information like health and inventory directly into the game world rather than using traditional screen overlays.
  • The development of Dead Space utilized particle systems to project interface elements that react to environmental lighting and depth, grounding the UI in the protagonist's reality.
  • The franchise's interface design evolved from the industrial, broken aesthetic of the Ishimura to more advanced, brain-integrated systems in later installments to reflect narrative progression.
Game Developers ConferenceNov 2017
Cover of Care and Feeding of Wild Fansites
64 min
Game Developers Conference64 min

Care and Feeding of Wild Fansites

The modern gaming industry has transitioned from an adversarial stance toward fan-led platforms to a strategic, cooperative model that treats independent sites as essential extensions of the development team.

  • Studios should treat independent fansites as strategic extensions of the development team, leveraging community expertise to produce complex wikis and guides that internal teams lack the bandwidth to create.
  • Partnerships with fansites serve as a cost-effective mechanism for user acquisition and retention by utilizing community leaders to drive long-term engagement.
  • Community managers must synthesize qualitative sentiment into data-driven reports to quantify the return on investment of fan engagement for executive leadership.
Game Developers ConferenceNov 2017
Cover of Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team
61 min
Game Developers Conference61 min

Autonomy, Mastery, Purpose - Building a Hyper-Engaged Team

The transition from traditional, high-crunch production models to a philosophy centered on autonomy, mastery, and purpose represents a fundamental shift in managing AAA game development.

  • Shift from top-down management to a framework based on autonomy, mastery, and purpose to improve morale and efficiency in AAA development.
  • Operational success is driven by a structured seven-week milestone cadence supported by three specific review processes: update, steering, and quality.
  • Maintain team integrity during growth by keeping units small and cross-disciplinary, distributing work across multiple spaces or subcontractors rather than expanding individual team sizes.
Game Developers ConferenceNov 2017

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