coldredwood.blogspot.com
Cold Redwood: Spinning Class - FSMs versus Behavior Trees
http://coldredwood.blogspot.com/2011/04/spinning-class-fsms-versus-behavior.html
My projects, AI, game design and other stuff. Tuesday, April 19, 2011. Spinning Class - FSMs versus Behavior Trees. Being the sole AI guy on my capstone project ( Remote Shepherd. Remote Shepherd calls for an AI agent that searches for another AI agent by randomly visiting places in the environment, checking for his quarry, then executing a different behavior (we'll call it "Behavior B") if he finds him. The first two steps repeat until the quarry is found and Behavior B is executed. The "Check for quarr...
coldredwood.blogspot.com
Cold Redwood: December 2011
http://coldredwood.blogspot.com/2011_12_01_archive.html
My projects, AI, game design and other stuff. Friday, December 30, 2011. Watching It For Hours: Making Character Animations Less Predictable, More Interesting and More Controllable. For my graduate school capstone project I worked on a game called Remote Shepherd. Subscribe to: Posts (Atom). Watching It For Hours: Making Character Animations. MS in Game Design and Development focusing on AI and asset creation. Working for Lockheed-Martin but still looking for that elusive job in the industry.
coldredwood.blogspot.com
Cold Redwood: "A Spy Game About Subtle Behavior" and "A Puzzle Game About Observing People": Spy Party and Remote Shepherd
http://coldredwood.blogspot.com/2011/06/tale-of-two-games-spy-party-and-remote.html
My projects, AI, game design and other stuff. Friday, June 17, 2011. A Spy Game About Subtle Behavior" and "A Puzzle Game About Observing People": Spy Party and Remote Shepherd. I'm reading this month's issue of GameInformer, and there's an interview with some guy named Chris Hecker. Some of you may have heard of him. Anyways, he's talking about this game he's working on, Spy Party. Oh right, I just finished making a single player version of this game. Chris Hecker's Spy Party. View my complete profile.
eric-baker.net
Eric Baker's Online Portfolio
http://www.eric-baker.net/remote.html
Justice is blind, you are not. Remote Shepherd is a first-person shooter puzzle game where the player must plan each of their actions carefully to complete missions. As part of our capstone class we maintained a developer's blog. That you can look at to find out more about this game and its production. Design Goal-Oriented Level Design.
coldredwood.blogspot.com
Cold Redwood: April 2011
http://coldredwood.blogspot.com/2011_04_01_archive.html
My projects, AI, game design and other stuff. Tuesday, April 19, 2011. Spinning Class - FSMs versus Behavior Trees. Being the sole AI guy on my capstone project ( Remote Shepherd. Subscribe to: Posts (Atom). Spinning Class - FSMs versus Behavior Trees. MS in Game Design and Development focusing on AI and asset creation. Working for Lockheed-Martin but still looking for that elusive job in the industry. View my complete profile. Travel theme. Theme images by mammuth.
coldredwood.blogspot.com
Cold Redwood: Watching It For Hours: Making Character Animations Less Predictable, More Interesting and More Controllable
http://coldredwood.blogspot.com/2011/12/watching-it-for-hours-making-character.html
My projects, AI, game design and other stuff. Friday, December 30, 2011. Watching It For Hours: Making Character Animations Less Predictable, More Interesting and More Controllable. For my graduate school capstone project I worked on a game called Remote Shepherd. As the name might imply, 3SAE is a three-layered system: on top is a finite state machine. Of sorts (the Animation State Machine), each node of which contains a Markov chain. An animation state machine could be set up like this, where this- UID.