Showing: 11 - 20 of 23 RESULTS

Good Enough AI: Pragmatic Approaches for Crafting Compelling Player Experiences in Games

About the talk
“Good Enough” AI: Pragmatic Approaches for Crafting Compelling Player Experiences in AAA Games, will cover the practicalities of building effective AI within the demands of large-scale game development. Drawing on my time as a Senior AI Programmer on Cyberpunk 2077’s vehicle AI, I’ll explain how we developed systems from scratch using Behavior Trees and implemented editor tools to support content creators. I’ll illustrate how these sensible strategies enabled a variety of engaging vehicle interactions across numerous quests and open-world scenarios, including the Delamain questline. The aim is to show that truly effective game AI often comes down to prioritizing player experience and efficient development over sheer algorithmic complexity.

Takeaway
– Empowering Content Creators Through Tooling
– Connecting AI to Creative Vision
– Lessons from the AAA Trenches
– Practical Strategies for Impactful AI in games

Experience level needed: Beginner, Intermediate

The Living World AI Recipe Book: Practical Insights for Ambient Character Simulation

About the talk
Ambient characters breathe life into open world games, enhancing immersion and forging emotional connections with players through subtle environmental storytelling. Yet, the systems driving these characters often receive less attention than core gameplay mechanics like combat or stealth. This talk tackles the challenge of creating believable and engaging ambient character simulations without reinventing the wheel.
We’ll delve into a practical toolkit of proven, scalable, and maintainable techniques that prioritize performance and minimize production risks. Whether you’re approaching ambient character simulation for the first time, or an experienced developer seeking to broaden their knowledge and adopt industry best practices, this session provides effective solutions and actionable insights you can implement immediately.

Takeaway
– Learn to effectively advocate for strategic investment in living world AI by understanding its impact on player engagement, environmental storytelling, and overall business value.
– Know how to implement an ambient character simulation in a way that is scalable, maintainable and minimizes production risks through a collection of tried and tested techniques and best practices.
– Understand what problem each of the presented techniques is trying to solve, and how to critically evaluate when it makes sense for your game project.

Experience level needed: Beginner

Latent Landscapes: Using machine learning to generate terrain in Prologue: Go Wayback!

About the talk
In Prologue, we use machine learning to generate realistic landscapes in seconds on a player’s GPU. In this talk I’ll explore the pitfalls, risks and opportunities of using ML for landscape generation, and how we use a combination of level design, PCG and ML to create a resilient and varied world generation system.

Takeaway
– What are the costs/benefits/risks/opportunities of using ML to generate landscapes
– How best to work in a game team implementing an ML system An understanding of latent space methods, ideally enough to think about
– How they could be used in other projects

Experience level needed: Beginner, Intermediate, Advanced

Navigating Legal Frontiers: How the Law applies to AI in 2025

About the talk
This talk explores the evolving legal landscape surrounding the use of artificial intelligence in the video games industry. It will provide an overview of key legal considerations, including intellectual property rights, data protection, contractual obligations, and liability issues arising from AI-driven content and interactions. The session will also address regulatory developments, ethical concerns, and best practices, offering practical insights for developers, publishers, and legal professionals involved in the creation and deployment of AI technologies within video games. 
Attendees will gain a clearer understanding of the challenges and opportunities presented by AI, and how to navigate the complex intersection of law and innovation in this dynamic industry.

Takeaway
– Intellectual Property Rights: Attendees will understand the complexities of intellectual property – rights related to AI – generated content in video games.
– Regulatory Developments: Attendees will gain insights into the latest regulatory developments affecting the use of AI in video games.
– Contractual Obligations: Attendees will learn about the contractual considerations when using AI in game development.
– Liability Issues: The talk will address the potential liability issues arising from the use of AI in video games.
– Data Protection and Privacy: The talk will highlight the importance of complying with data protection laws when deploying AI in video games.

Experience level needed: Intermediate

Elevating Mobile Game Experiences With On-Device ML Inference

About the talk
In this talk, we’ll explore how mobile developers can harness on-device ML for a variety of use cases. We’ll discuss practical approaches to running language models and other inference workloads locally to power features like dynamic dialogue, NPC behaviors, and adaptive systems. We’ll also show how neural graphics can enhance rendering and visual fidelity while reducing performance costs.

From Cloud to Edge: Optimizing Small Language Models for Game Applications on AWS

About the talk
This presentation explores how game companies can leverage AWS to prepare small language models that run directly on phones and desktop computers. We’ll demonstrate practical approaches for fine-tuning open-source models for specific gaming needs, enhancing them through distillation techniques, and optimizing for edge performance. Learn how to enable function calling capabilities that let these models trigger actions within your applications. We’ll showcase an efficient AWS feedback loop that continuously improves model responses by collecting user interactions and eliminating generic “slate” answers through targeted updates. Discover how this approach delivers responsive AI experiences while enhancing privacy, reducing costs, and enabling offline functionality across your customer devices.

Takeaway
– Develop and deploy Small Language Models for Multiple Platform.
– Implementing SLM Optimizations and function calling for operational techniques and triggering in-game actions.
– How to build a Continuous Improvement feedback loop to improve the AI experience.

Experience level needed: Beginner, Intermediate

Build Your Own Navigation Stack!

About the talk
Recast’s out-of-the-box navigation features are a good baseline and suitable for many games. However, most companies need to make significant modifications to make Recast’s navigation solution work for their game. While these modifications might work for one project, it might not be suitable for the next. In this talk we showcase how we built an extendable and reusable custom navigation stack that leverages Recast.We explore how to utilise Recast as part of a larger framework by breaking the generation process into individual plugins that form a tile generation pipeline. Each plugin lists the plugins it is dependent on, which forms an ordering. More importantly, this allows us to add additional plugin extensions leveraging the data that Recast produces.Using this framework, we show how it can be extended to implement features like hierarchical pathfinding, multimodal navigation (e.g. traversing multiple navigation meshes), and how to synchronise custom data. This naturally extends to custom extensions that automatically generate navigation links and cover locations.We showcase how this framework can combine multiple navigation meshes into a single system that constructs a unified navigation stack that works for all actor types. Furthermore, we show how it can encode additional constraints such as wading depth and affect pathfinding to avoid areas that are in line of sight of enemies.We showcase our framework in Unreal Engine and demonstrate that this custom navigation solution vastly outperforms Unreal in time, memory, and quality. 

Takeaway
– How to build a reusable navigation system;
– The benefits of building a custom navigation stack
– The merits of building a navigation system with extensibility as a first-class citizen

Experience level needed: Beginner

One Trillion Parameters and No Plans

About the talk
In today’s world of LLMs, is there still a need for planners? I argue yes, maybe more now than ever. This talk will first reflect on the use of GOAP and HTN planners in games over the past 20 years. Next we explore how LLMs appear to be able to plan… yet actually are fundamentally unable to plan with the attention to detail that AI characters in games require. Finally, we discuss where LLMs can add real value for authoring symbolic planning domains, and where there could be opportunities for hybrid solutions combining symbolic planning logic with generative plans in the future.

Takeaway
– Pros & cons of GOAP vs HTN planners.
– How to plan for multiple characters, actions, and dialogue all at once.
– Why LLMs are not a silver bullet replacement for planners.
– How LLMs can democratize designing content for planner – powered NPCs.

Experience level needed: Intermediate, Advanced