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Companion Traversal in 'God of War Ragnarok'
This talk covers how the God of War Ragnark team creates AI behaviors, level design systems, and animation tech to support the player and multiple companions traversing independently within the same systems. It describes how navmesh is utilized to support character-specific traversal and pathing for areas that may include many characters, and explains the AI behaviors and components created to facilitate a simple and flexible way for level designers to setup companion traversal. Lastly, this talk touches on animation techniques that are utilized to ensure smooth visuals and dynamic positioning during traversal.
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