This is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.
|Session Name:||Melee AI in 'The Last of Us Part II'|
|Speaker(s):||Ming-Lun 'Allen' Chou|
|Company Name(s):||Naughty Dog|
|Track / Format:||Design|
|Overview:||After The Last of Us and Uncharted 4, Naughty Dog decided to upgrade melee combat experience to bear equal weight to gun combat, with more emphasis on player skills and tight controls. Melee combat is much more intimate than gun combat, so the slightest hiccups in behaviors, visuals, or controls, would be greatly amplified. In order to polish the melee experience in The Last of Us Part II to match the high technical standards Naughty Dog is known for, various modular solutions were implemented and will be covered in this talk.|