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A written version of this video is available:
The AI and Games website: http://aiandgames.com/doom2016
Gamasutra: http://gamasutra.com/blogs/TommyThompson/20180806/323715/Cyber_Demons__The_AI_of_DOOM_2016.php
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DOOM's return in 2016 thrilled audiences as it married modern design sensibilities with a reverence for classic shooter gameplay. In this video I reveal how Hierarchical Finite State Machines make it all work and how 2011's Rage paved the way for DOOM's AI systems.
Chapters
[00:00] Introduction
[02:11] Push Forward Combat & Combat Chess
[04:22] 'Call of DOOMY'
[06:14] DOOM's AI Systems
[11:36] Designing DOOM
[18:36] Closing
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Videos used in this episode are taken from the following:
'DOOM Resurrection [Part 1]: To Hell and Back' by NoClip
https://www.youtube.com/watch?v=PS6SBnccxMA
'Embracing Push Forward Combat in DOOM' GDC 2018
https://www.youtube.com/watch?v=2KQNpQD8Ayo
'Bringing Hell to Life: AI and Full Body Animation in DOOM'
https://www.youtube.com/watch?v=3lO1q8mQrrg
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Soundtrack for this episode is the following tracks from the DOOM Soundtrack by Mick Gordon.
- "MasterMind'
- 'Hellwalker'
- 'Harbinger'
- 'BFG Division'
- 'Biowaves'
#DOOM #DOOMEternal #DOOM64