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|Session Name:||Modify Everything! Data-Driven Dynamic Gameplay Effects on 'For Honor'|
|Speaker(s):||Aurelie Le Chevalier|
|Track / Format:||Programming|
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|Overview:||Ubisoft's 'For Honor' grew from a production culture of "gameplay first" and "fail faster", promoting quick iteration times and flexibility. In keeping with those values, Ubisoft developed the modifiers system, a data-driven system that allows designers to dynamically create gameplay effects. It can handle anything from simply buffing/debuffing character stats (damage, speed, etc.) to affecting AI decision-making, launching areas of effects, and adding attack properties. This talk will dive into the inner workings of the system, and what makes it maintainable in code yet very powerful in data. It will also go over what problems they encountered and the concrete solutions they used to solve them.|