article thumbnail

Ubisoft debuts NEO NPC AI prototypes | GDC 2024

GamesIndustry.biz

Ubisoft has shown three behind-the-scenes demos at GDC this week on the potential of AI when it comes to building NPCs. Dubbed NEO NPCs, Ubisoft's efforts involves combining AI responses with narrative back stories and prompts designed to avoid making the NPCs appear 'soulless'.

AI 124
article thumbnail

Crack the case by chatting with GPT in Uncover the Smoking Gun by ReLU Games

PreMortem.Games

Various games now incorporate versions of Chat GPT to enhance NPC interactions. Before Smoking Gun, there was a prototype game called Demon, where GPT played the role of an evil spirit, and the player had to find hidden information and banish the spirit through conversation.

AI 138
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Life’s Meta is using AI to tackle the dating game

Game Daily

Players create their own avatar and persona, and then try to get to know pre-programmed NPCs. You win by ingratiating yourself to the NPC, by saying the right things, and not saying the wrong things. Should the player and the NPC that they are with age together? It’s about creating comfort between the player and the NPC.

AI 98
article thumbnail

AWS for Games to spotlight generative AI at GDC 2024

AWS Games

AWS Play and Learn Lounge activities AWS generative AI specialists will be on hand in the Play and Learn Lounge throughout GDC, demonstrating how large language models (LLM) and generative AI services enable non-player characters (NPCs) to be more dynamic and intelligent.

AI 117
article thumbnail

Staying alive is all the victory you can hope for in The Forever Winter by Fun Dog Studios

PreMortem.Games

Or die trying The team at Fun Dog Studios developed a dynamic combat system that keeps NPC enemies constantly fighting each other. Just remember, your character is not the chosen one determining the course of the war. They’re a mere mouse in a maze, scrounging for scraps.

Studios 166
article thumbnail

What goes into the vertical slice of an MMORPG? I feel that it would be hard to prototype when a lot of the game’s premise relies on quest progression, player-to-player interactivity, etc. It seems like something that cannot be communicated effectively until much later in development.

Ask a Game Dev

MOBs that exist within the world independent of players At least one quest that the players are able to accept, progress, complete, and obtain rewards A functioning leveling system that allows players to level up and obtain rewards Functional UI - combat, looting, character inventory, NPC interaction (e.g.

NPC 45
article thumbnail

Guest post - “Small Team, Big Project”: Building Moonwards

Mircosoft Game Dev

Add-on: The NPC Editor - by Yael Atletl, Tools Programmer. I’ve been a developer at Moonwards for 2 years now and though I’ve had many roles and done many things, from debugging, refactoring code, networking, fixing materials and more, lately I’m the NPCs and tools guy. The NPC Editor creates State Machines and Behavior trees.

Build 52