Session Name: | Crowds in Hitman: Absolution |
Speaker(s): | Kasper Fauerby |
Company Name(s): | IO Interactive |
Track / Format: | Programming |
Overview: |
A key requirement in Hitman: Absolution is to have very dense crowds which allow players to both interact with and influence the behavior of each individual character. This presentation describes the techniques and optimizations used to achieve the 1200 character crowds present in Hitman: Absolution while still running at 30fps on current-gen consoles. We will provide an overview of our crowd implementation and discuss both the algorithms used as well as how gameplay considerations affected our design decisions. Throughout our presentation we'll demonstrate the discussed topics using videos from a real production level in Hitman: Absolution. |