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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.

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Follow up, why don’t escort NPC have a sort of reverse rubber banding, so when the NPC gets X distance ahead they become Y% slower and then match players speed when the player is close enough/in front of the NPC?

Ask a Game Dev

NPC Escort design has evolved since players had to escort the Defias Traitor to Sentinel Hill way back in 2004. If the goal is to protect the escorted NPC, then no real changes are necessary - the player is supposed to stay with the NPC and deal with the threats that appear along the way. World of Warcraft).

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Generative AI Sparks Life into Virtual Characters with NVIDIA ACE for Games

Nvidia

The creation of non-playable characters (NPCs) has evolved as games have become more sophisticated. The number of pre-recorded lines has grown, the number of options a player has to interact with NPCs has increased, and facial animations have become more realistic. Generative AI-focused companies such as Charisma.ai

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AWS for Games to spotlight generative AI at GDC 2024

AWS Games

Attendees can also check out Ada, a prototype in-game NPC powered by the MetaHuman Animator in Unreal Engine and Amazon Bedrock. Another demonstration will allow lounge visitors to play video games streamed from Amazon Luna while learning about the studios and services involved in the development process.

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Vertical Slice Breakdown - Dragon Age Veilguard

Ask a Game Dev

Expertise on visuals like lighting, rendering, shaders, etc. should be directed elsewhere. Likely also locks players off from returning to the previous area.

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Spotlight: Convai Reinvents Non-Playable Character Interactions

Nvidia

Whether you’re a creator, game designer, or developer, Convai enables you to quickly modify a non-playable character (NPC), from backstory and knowledge to voice and personality. They used NVIDIA Audio2Face to power the facial animations of their characters, and NVIDIA Riva for speech-to-text and text-to-speech.

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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.