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Session Name:

In Your Hands: The Character (of Watch_Dogs)


Games showcase characters capable of tons of interactions in their environment and it is a known passion to try to make them look as perfect as possible! It's not easy to share features among different types of characters like players, combat & crowd ones to enhance their versatility and their surroundings connection in a systemic open world. This presentation will illustrate the shared gameplay animation architecture by starting from the structure of the multi-layered online-replicated state machine logic composed of dynamic animation trees using the [M(otion)-A(ction)-S(tance)-K(inesic)] stack developed from the ground up on Watch_Dogs. Passing through data segmentation helping motion input responsiveness, voxel generated jump links fluid usage, stylized ragdolls flying in the air and procedural additive experiments, it will expose tips & errors on how a third person character can be able to do free-running, to use his smartphone to hack a bridge and to shoot around simultaneously.

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  • GDC 2015
  • David Therriault
  • Ubisoft Montreal
  • free content
  • Programming
  • Programming