Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2010


View larger image
 


QTY:

Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC10-10332
Statistics
Description
Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input
Speaker: Chris Zimmerman (Director of Development, Sucker Punch Productions)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 304, South Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
A core challenge in making immersive video games is mapping the limited set of actions the player can perform with the controller onto the much broader set of possible player intents in the game world. If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result. This lecture focuses on how we approached this problem in two key areas of inFamous: the aiming/shooting system, and the jumping/climbing system. The core concept presented is to provide intelligent augmentation of the user input, slightly guiding or amending player input towards likely intents.

Intended Audience
The talk will be of interest to anyone working on player control issues in third-person video games, especially in genres that involve human characters and open-ended environments. Programmers and game designers are the core audience. The session focuses more on approaches and algorithms than on implementation details, but details on the math involved is provided in supporting materials.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.