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These references are out of date so I hope you’ll bear with me.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

Bringing this back to games, it should make sense now. 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.

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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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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

It's good to remember what a vertical slice is - it's a functioning version of all of the systems we plan on having in the game working together so that it is representative of the final game experience. The purpose of the vertical slice is to persuade the executives that the rest of the game is worth making.

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What Game Should I Make First?

DameDev.tv

Do you ever wonder what game you should make first? If so, keep reading this What Games Should I Make First Livecast and learn more. He's done it all, from Game Designer, Producer, Creative Director and Executive Producer to GameDev.tv's Avoid making your game a chore to work on What Are The First Moments Of A Game? (0:51

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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

We're a little late dropping this-here new issue of the Kristala dev blog, but we promise we've got a good reason. WE ARE OFFICIALLY IN THE FINAL DEV CRUNCH FOR THE KRISTALA VERTICAL SLICE DEMO! Until that fateful day when Kristala is figuratively in your hands, you already know we'll be here sharing our dev process with you.

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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

Welcome back to ACS headquarters for another rousing installment of the Kristala game dev blog. The event kicks off on March 26th and runs through April 2nd, so be sure to check out our Events section for more details on the Kristala booth and which game island we'll be featured on. 3D Asset Design.

Dev 52
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The Kristala Dev Blog - Issue #31

Astral Clock Tower Studios

Hello, and welcome to the official Kristala dev blog, where we break down the development process for 3D Dark Fantasy ARPG Kristala each month. If you've been keeping up with our dev blogs already, you know that they're pretty hefty when it comes to content. BUT WAIT, THERE'S MORE! Kristala at Play NYC 2021. Concept Art.

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