Creating AI with Behavior States in Unreal Engine

Perceptive AI behavior is a hallmark of a good gameplay experience. This course will show you how behavior states can be used by the game designer to create AI that reacts dynamically to player behavior in their environment. Software required: Unreal Engine 4.12
Course info
Level
Advanced
Updated
Jan 11, 2017
Duration
6h 19m
Table of contents
Course Overview
Creating AI Perception and the Basics of AI States
Creating AI Perception and Stimuli
Creating the State Machine and Awareness System
Creating the Patrolling State and Patrol Paths
Creating the Suspicious State
Creating the Searching State
Adjusting the Hostile State and Playtesting the AI
Description
Course info
Level
Advanced
Updated
Jan 11, 2017
Duration
6h 19m
Description

Enemy characters exhibiting believable reactions to the player and their environment in video games is the hallmark of a good play experience. How can this be achieved in a way that works in any gameplay space? In this course, Creating AI with Behavior States in Unreal Engine, you will learn how to use the power of Perception, Awareness, and Behavior States to create AI that add to fun game scenarios. You will learn how to create an awareness system that can be adjusted easily to tune the difficulty of enemy encounters. The common AAA development practice of defining predetermined search and patrol areas in-game will also be covered, as will the implementation of AI VO feedback systems and solid debugging techniques to easily read AI stats. An addition of a tactical camera system will even be shown to easily observe your AI in any situation regardless of the game situation. At the conclusion of the course, you will thoroughly understand this AAA approach to enemy encounters in combat and stealth games. Software required: Unreal Engine 4.12

About the author
About the author

Patrick Haslow transitioned from a commercial artist to a game developer, driven by a love of video games and imagination.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hi everyone, my name is Patrick Haslow and welcome to my course, Creating AI with Behavior States in Unreal Engine. I'm a senior level designer at Ubisoft Montreal. Previously I worked on such titles as For Honor, BioShock Infinite, Homefront and Ghostbusters: The Video Game. Perceptive AI behavior is a hallmark of a good gameplay experience. This course will show how behavior states can be used by the designer to create AI that can react dynamically to player behavior in their environment. Some of the major topics that we will cover include Behavior States, AI Sensory Perception, AI Awareness and determining areas for searching and patrolling. By the end of this course you'll know how to go from creating AI for your needs, to creating fun encounters with those same AI in the game level of your choice. Before beginning the course you should be familiar with Unreal Engine and our previous course, Introduction to AI and Navigation and also experience with games that feature AI in antagonistic scenarios. I hope you'll join me on this journey to learn about better AI-based gameplay experiences with the Creating AI with Behavior States course at Pluralsight.