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Nuverse lets AI do all the talking and moving of NPCs in Earth: Revival

PreMortem.Games

Chinese developer and publisher Nuverse is using AI for all NPC speech and animation in games. For its upcoming science fiction survival title Earth: Revival the development team used a system to generate speech and compute full body animations for NPCs, without any manual intervention. It even helps writing the lines.

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Vertical Slice Breakdown - Dragon Age Veilguard

Ask a Game Dev

Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. Likely also locks players off from returning to the previous area. See anything I missed? Which did you get?

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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.

Dev 52
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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Thanks for joining us for another exciting and epic issue of the Kristala Dev Blog. The dev blog is where we share all the behind-the-scenes dev action for Kristala, a 3D Dark Fantasy ARPG developed by the incredibly talented team at women-owned indie game studio, Astral Clocktower Studios. Greetings, beautiful beings!

Dev 52
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The Kristala Dev Blog - Issue #29

Astral Clock Tower Studios

Welcome back to another exciting issue of the ever-enchanting Kristala dev blog! We'll be sure to keep you posted on all the sweet deets as we near our Patreon launch date, so be sure to stay tuned to our socials and public dev blogs for updates and announcements (including an exciting kick-off contest where you can snag a FREE PS5 ).

Dev 52
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These references are out of date so I hope you’ll bear with me. Why is it games like Watchdogs 2 can have a whole citty full of NPC’s each with mostly unique profiles and interactable (you can hack almost everyone, you can physically interact, etc). But something like Yandere simulator struggles with keeping a frame rate with not even 200 NPC’s. The models in Watchdogs 2 are also more hyper realistic so I don’t know if that means more framerate impaction?

Ask a Game Dev

to perform tasks (load a dude, draw a dude, animate a dude). Ubisoft spent a lot of engineering time optimizing the cost of each NPC (cupcake) down as much as possible because they knew that they would have a huge number of them in their game world. When we talk about performance, it helps to think of it as costs to do things.

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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

That's why we were super excited when we learned that this year's fifth-annual Play NYC convention would be held in person (with tons of awesome precautions in place to ensure all devs, speakers, and attendees were kept safe and healthy). link] Rigging / Animation.

Dev 52