{"id":60849,"date":"2018-11-08T23:41:00","date_gmt":"2018-11-08T23:41:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/330317"},"modified":"2018-11-08T23:41:00","modified_gmt":"2018-11-08T23:41:00","slug":"video-ai-and-animation-in-assassins-creed-brotherhood","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/11\/08\/video-ai-and-animation-in-assassins-creed-brotherhood\/","title":{"rendered":"Video: AI and animation in Assassin&#8217;s Creed: Brotherhood"},"content":{"rendered":"<p>In this GDC 2011 session, Ubisoft&#8217;s Nicolas Barbeau and Aleissia Laidacker discuss the AI and animation powering the virtual population of Rome in <em>Assassin&#8217;s Creed: Brotherhood<\/em>.\u00a0<\/p>\n<p>The duo go over the concept of crowds, defined as the NPCs\u00a0which\u00a0help to\u00a0make the world of\u00a0<em>Assassin&#8217;s Creed <\/em>feel like a living and breathing environment.<\/p>\n<p>They also explain\u00a0the difficulties encountered when creating\u00a0an evolving and changing crowds, like the challenges that popped up in production pipelines\u00a0and animations.<\/p>\n<p>It was\u00a0an\u00a0insightful talk that&#8217;s definitely still\u00a0worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=HzhDjbsXA9s\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2011 session, Ubisoft&#8217;s Nicolas Barbeau and Aleissia Laidacker discuss the AI and animation powering the virtual population of Rome in Assassin&#8217;s Creed: Brotherhood.\u00a0 The duo go over the concept of crowds, defined as the NPCs\u00a0which\u00a0help to\u00a0make the world of\u00a0Assassin&#8217;s Creed feel like a living and breathing environment. They also explain\u00a0the difficulties encountered [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":60850,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-60849","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/60849","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=60849"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/60849\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/60850"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=60849"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=60849"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=60849"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}