Beyond Killzone: Creating new AI systems for Horizon Zero Dawn
As a Senior AI Programmer at Guerrilla, Julian is responsible for simulating the behavior of non-player entities. He entered the games industry in 2011 as an intern at Guerrilla, where he worked on the enemy AI behavior for Killzone Shadow Fall. Julian joined the studio upon completing his internship, and went on to earn his BS in Computer Science with a focus on Game Technology from the Amsterdam University of Applied Sciences in 2013. Since then Julian has worked on the AI for the machines and NPCs in Horizon Zero Dawn and its expansion, Horizon Zero Dawn: The Frozen Wilds.
Having established AI tech in your studio is great… until your next game adds demands well over and above what your existing systems were designed to handle. This session describes the changes that Guerilla made to switch from having to support a single human enemy in closed corridor spaces to a game with more than 25 wildly different characters in a large open world. Specifically, the lecture explains how they changed the navigation and animation systems that made the characters in Horizon Zero Dawn move realistically. Additionally, they detail how these changes impacted their workflow throughout the project.