Overview:

This session provides a high-density look into some of the unique challenges that were faced (and conquered!) in three upcoming or recently released games. We will show how massive open-world RPG,Kingdoms of Amalur: Reckoning, dealt with the scheduling of hundreds of NPCs and how they dealt with designer/programmer interaction for authoring behaviors. The Darkness II shows how agent co-ordination, collision avoidance, and the perception-reaction system all contribute to the believable enemies in this story-driven, supernatural action-shooter. Additionally, we will show the solutions that were used to address challenges unique to a fast-action, turn-based strategy game, Skulls of the Shogun.