Development
AI
From games
- Combat
- General
- Marvel’s Spider-Man AI Postmortem (GDC)
- The Last of Us Human Enemy AI (GDC)
- Beyond ‘Killzone’: Creating New AI Systems for ‘Horizon Zero Dawn
- ‘Death Stranding’: An AI Postmortem
- AI in the Awesomepocalypse - Creating the Enemies of Sunset Overdrive
- Alien: Isolation - The Retrospective | AI and Games
- AI Summit: Branching Out: ‘Watch Dogs Legion’s’ Architecture for Group AI Behaviours
- Blending Autonomy and Control: Creating NPCs for Tom Clancy’s The Division
- NPC Voice
Generic
- Game AI Basics
- Simple and Scalable Game AI Decision Making
- AI Arborist: Proper Cultivation and Care for Your Behavior Trees
- Improving AI Decision Modeling Through Utility Theory (GDC)
- Architecture Tricks: Managing Behaviors in Time, Space, and Depth (GDC)
Optimization
Networking
- Overwatch Gameplay Architecture and Netcode - 💾
- I Shot You First: Networking the Gameplay of Halo: Reach - 💾
- Deterministic vs. Replicated AI: Building the Battlefield of For Honor