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THIS WAR OF MINE Under The Hood

11 bit Studios: This War of Mine: Under the hood

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THIS WAR OF MINEUnder The Hood

Who we are?

11 bit studios Warsaw, Poland

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- Lead programmer of This War of Mine and Sleepwalker`s Journey

- Lecturer at

Warsaw Film School

- Musician - amatuer

Who am I?

@[email protected]

What is This War of Mine?

Game (or experience) about civilians trapped in a modern city under siege.

They will face hunger, diseases and violence.

They want to survive war.

Beginning of production 2 years of development TWOM prototype was based on other game Inspiration: diary of man who survived siege of

Sarajevo

Team

4 guys at the beginning (directors + programmer + designer)...

...12 core guys at the end

There were 2 key guys:

Michał Drozdowski Przemek Marszał design director art director

Technology

Liquid Engine Platforms: PC, Mac, Linux, X360, PS3, PS4,

iOS, Android, BlackBerry, Tizen, SteamOS… We develop it further with every next game

Liquid Editor

This War of Mine

Game about ordinary peoplein a city under siege

Human

AI

Model

Life parameters

Emotions

Character

Model

- All models in a game are scans of us, our relatives and friends

- Scans of models and animations made with two Kinects + ReconstructMe

AI Behaviour Trees

AI

We used Behaviour Trees for almost everything: Player characters behaviours

NPC behaviours

Simple cutscenes

Programmer: node preparation Designer: composition and configuration of tree Large library of behaviours

Life parameters

Every person is described with several parameters(hunger, power, wounds, sickness etc.)

Mutual influence Parameter value → person state Deterioration of states

Life parameters

Emotions

People react to events Two perspectives:

– Participant of event

– Observer of event

Trauma – emotional reaction

Character and Psyche

Individual reaction based on character Psyche evolution

Data sheets

Technically emotional parameters form large multidimensional matrix

We were loading them from data sheets Its far easier for designers to work on data

sheets instead of windows in editor Designer can implement additional rules and

dependencies in data sheet by himself

World

We separate work of designers and artist while building scenes

Functional prototype

Functional prototype

NPC placing + Smart Items

Part of AI is placed in scene instead of person

Graphics

Thank you!

[email protected] @dagenoth