Farcry 5 is in fact the title I am currently working as a Senior Level Designer on in the Ubisoft Toronto studio. I hope to share future Farcry announcements as they are made available.
Farcry 5 Has Been Announced
Ubisoft has announced Farcry 5 and released a trailer along with numerous character introduction videos. Link to the YouTube playlist can be found by clicking here.
My Quest For AI Individuality
I am not a programmer, I am especially not an AI
programmer. I am a Designer so my job is
to have visions and plant them in others….well sort of. But a game did this to me and I’ve had a hard
time shaking the curiosity of what if even after all these years. I don’t even know if it was a real moment but
it felt like one and that’s what’s important.


In 2001 I worked on Return to Castle Wolfenstein and strove
to make each AI feel unique, like they were an individual. Through the script I was able to make some
become more aggressive when their health dropped. I made some cower and run for cover when
their captain died. I wanted them to
feel real like had a sense of self-preservation mixed with a personality. I’m not sure it was achieved but again things
were pretty basic back then.
My next opportunity to put a stamp on AI was on Quake 4 but
thing had changed. Game play structures
had become more systemic. While Quake 4
AI was certainly not systemic there was no room for tinkering in the AI
structure. AI was setup to be
predictable. The guys with green armor
always throw grenades, the guys with red armor have more health, etc, etc. The archetypes were different but the
individuals were not. Once Quake 4
shipped I became a little obsessed with a Quake 4 mod I wanted to create called
Grunt Hunt. In Grunt Hunt it was you
against 1 Grunt, but instead of a mindless charging creature he would run from
you, pick up health and ammo drops, he would strive to live rather than be
mindless fodder essentially following the same rules as the player. Seek better weapons, ammo for weapons, and
health. However unlike multiplayer bots
the pace would be slower, with faster death and higher stakes for sudden
moves. I wanted to AI to experience the
world as the player did. The player
doesn’t know a heath pack is in a room until he walks in it, and I wanted the
AI to not know either. A health pack
enters their field of vision, they assess their health and determine if they
need it or not. Their health drops
dangerously low, they change tactics to a more hyper defensive mode, going
cover to cover in search of health over attacking. At least this was my vision. I was quickly told by programmers this couldn’t
be done. They said the processing power
needed to have an AI running around assessing their environment was too great. So that sucked.
On later titles I conceded to simply making the
AI appear smart however since coming to Ubisoft they use a fully systemic
system that designers have little control over. I can't really talk too much about the systems Ubisoft uses but I think there is room for improvement that can rise the average AI about the rank of fodder.
AI has become more of a person pursuit at this point. I have many titles rattling around in my head
with unique AI problem to solve. I would still love a chance to tinker around with AI ideas that go beyond the norm.
Labels:
AI,
AI design,
Artificial Intelligence,
design,
game design,
game systems,
gamedev,
gaming,
id Software,
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Quake 3,
Quake 4,
Return to Castle Wolfenstein,
systemic AI,
Unreal,
Wolfenstein
DOOM Documentary
Just came across this really good documentary about the creation of the latest DOOM. It show the development struggles id Software had with making a new version of a legendary game. Certainly similar struggles we had while making Wolfenstein and Quake 4 when I worked at Raven Software. Story was not id's strong suit and I'm glad they finally found a way around it that fits them.
Return To Castle Wolfenstein Is On Sale
Yes the first game I worked on as a designer is now on sale on Steam. Maybe it's always on sale I don't know but this was the first time I noticed it at least. If you're into retro gaming it's a really great old school shooter. It's still one of the highlights of my career.
I learned a lot working with Gray Matter on it. I was the last designer Activision had on the payroll when they stopped internal development to focus on publishing. Gray Matter needed help so I was sent over to help them stay on schedule. The schedule was an absolute death march, I started overtime in January and didn't see the light of day until November. I literally missed the entire summer. I slept on the floor of my office so often that Gray Matter bought me a pillow and sheets. No joke.
The development process was much different then. You didn't have tasks really, you were given levels and it was your job to see them to completion. Your task was to "make it fun." Every day the company owner and design lead would play the level and give you feedback which you iterated on. Often you were totally free to try anything you could think of if you thought it would make the game fun. One day I hand scripted every movement of a head bouncing down the stairs (there was no physics) because I thought it would be a nice touch to a spooky area. In modern game development you'd never really be allowed to take time to do such a thing. You are given tasks to complete like an assembly line. Game development today has lost most of that creative freedom.
So it was a terrible death march of endless work but it was also creatively free and fun. In the end Activision bought Gray Matter and it became Treyarch. Everyone that worked there got fat bonuses with the buyout except me. Since I wasn't technically a Gray Matter employee. So that sucked big time. After it completed Gray Matter offer to hire me but instead I went to Raven Software with dreams of Hexen in my head. Considering the insane success of Call of Duty I made another financially bad decision.
Anyway if you haven't played it go grab it. http://store.steampowered.com/app/9010/
I learned a lot working with Gray Matter on it. I was the last designer Activision had on the payroll when they stopped internal development to focus on publishing. Gray Matter needed help so I was sent over to help them stay on schedule. The schedule was an absolute death march, I started overtime in January and didn't see the light of day until November. I literally missed the entire summer. I slept on the floor of my office so often that Gray Matter bought me a pillow and sheets. No joke.
The development process was much different then. You didn't have tasks really, you were given levels and it was your job to see them to completion. Your task was to "make it fun." Every day the company owner and design lead would play the level and give you feedback which you iterated on. Often you were totally free to try anything you could think of if you thought it would make the game fun. One day I hand scripted every movement of a head bouncing down the stairs (there was no physics) because I thought it would be a nice touch to a spooky area. In modern game development you'd never really be allowed to take time to do such a thing. You are given tasks to complete like an assembly line. Game development today has lost most of that creative freedom.
So it was a terrible death march of endless work but it was also creatively free and fun. In the end Activision bought Gray Matter and it became Treyarch. Everyone that worked there got fat bonuses with the buyout except me. Since I wasn't technically a Gray Matter employee. So that sucked big time. After it completed Gray Matter offer to hire me but instead I went to Raven Software with dreams of Hexen in my head. Considering the insane success of Call of Duty I made another financially bad decision.
Anyway if you haven't played it go grab it. http://store.steampowered.com/app/9010/
Lotta Quake
Looking through my wardrobe I recall how many Quake games I've been a part of. Certainly strange to thing that when I was playing Quake 1 I wasn't even part of the game industry. Things certainly changed.
Labels:
game,
game design,
game development,
gamedev,
gamer,
gaming,
id Software,
Quake,
Quake 2,
Quake 3,
Quake 4
Sad News
Booted up the old PS2 tonight just for the hell of it. Loaded War of Monsters and found one of the controllers no longer works. Bummer :(
Labels:
console,
gamer,
gaming,
Playstation,
PS2,
retro,
retro gaming,
Sony
Preparing for the Cold
The chill is happening out there here in Ontario. In anticipation of the upcoming winter months I decided to clean out my art area a bit . Believe it or not this is better than it was. At least I can now actually see the desk.
Labels:
art,
art desk,
art studio,
Canada,
drawing,
messy desk,
Ontario,
winter
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