{"id":63926,"date":"2018-11-21T22:50:00","date_gmt":"2018-11-21T22:50:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/331243"},"modified":"2018-11-21T22:50:00","modified_gmt":"2018-11-21T22:50:00","slug":"video-bringing-hell-to-life-ai-and-animation-in-doom","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/11\/21\/video-bringing-hell-to-life-ai-and-animation-in-doom\/","title":{"rendered":"Video: Bringing hell to life &#8212; AI and animation in DOOM"},"content":{"rendered":"<p>With highly stylized enemy characters in\u00a0<em>DOOM<\/em>, the success in &#8220;selling&#8221; the characters is usually tied directly to the quality of the animations,\u00a0and\u00a0the combat AI in\u00a0<em>DOOM<\/em> relies heavily on straightforward full body animations.<\/p>\n<p>However, this meant\u00a0that the AI animation controls needed to be more robust and flexible than simple naive playback. So how did the developers manage?\u00a0<\/p>\n<p>In this GDC 2017 talk, id Software&#8217;s Jake Campbell explains some of the techniques that were used to make the full-body AI animations of 2016&#8217;s\u00a0<em>DOOM<\/em>\u00a02016\u00a0in a modern game environment.<\/p>\n<p>It\u00a0wan\u00a0insightful talk that&#8217;s definitely still worth 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=D4oh4sMgXpw\">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 company Informa<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>With highly stylized enemy characters in\u00a0DOOM, the success in &#8220;selling&#8221; the characters is usually tied directly to the quality of the animations,\u00a0and\u00a0the combat AI in\u00a0DOOM relies heavily on straightforward full body animations. However, this meant\u00a0that the AI animation controls needed to be more robust and flexible than simple naive playback. So how did the developers [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":63927,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-63926","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\/63926","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=63926"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/63926\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/63927"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=63926"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=63926"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=63926"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}