You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name:

Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input

Overview:

A core challenge in making immersive video games is mapping the limited set of actions the player can perform with the controller onto the much broader set of possible player intents in the game world. If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result. This lecture focuses on how we approached this problem in two key areas of inFamous: the aiming/shooting system, and the jumping/climbing system. The core concept presented is to provide intelligent augmentation of the user input, slightly guiding or amending player input towards likely intents.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2010
  • Chris Zimmerman
  • Sucker Punch Productions
  • free content
  • Programming
  • Programming