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Drew Rechner (Lead AI Designer, Ubisoft Massive)
Philip Dunstan (Lead AI Programmer, Ubisoft Massive)
Location: Room 2002, West Hall
Date: Tuesday, March 19
Time: 10:00 am - 11:00 am
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Topic: AI Summit
Vault Recording: Video
Audience Level: Intermediate
This presentation explores the design and creation of the NPCs in 'Tom Clancy’s The Division 2'. Following the success of 'Tom Clancy’s The Division', Lead AI Designer Drew Rechner and Lead AI Programmer Philip Dunstan will provide a glimpse at their team’s AI postmortem on the game and a detailed look at the action plan that resulted for improving the AI in the sequel, including carefully selected gameplay and technological innovations. Particular focus will be placed on iterating on game AI design and implementation for a sequel that feels refreshing, innovative, and fun while also mitigating excessive risk.
Attendees will discover an inside perspective on the successes and failures of the AI in 'Tom Clancy’s The Division', and how this retrospective drove the development of and ambition for vastly improved AI in 'Tom Clancy’s The Division 2'.
The intended audience for this presentation is any game designer or gameplay-focused programmer that interacts with AI or PvE combat systems.