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AI and Games | The AI of DOOM (2016) | AI and Games #30 @AIandGames | Uploaded August 2018 | Updated October 2024, 6 days ago.
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A written version of this video is available:

The AI and Games website: aiandgames.com/doom2016
Gamasutra: gamasutra.com/blogs/TommyThompson/20180806/323715/Cyber_Demons__The_AI_of_DOOM_2016.php
--

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

--
Videos used in this episode are taken from the following:

'DOOM Resurrection [Part 1]: To Hell and Back' by NoClip
youtube.com/watch?v=PS6SBnccxMA

'Embracing Push Forward Combat in DOOM' GDC 2018
youtube.com/watch?v=2KQNpQD8Ayo

'Bringing Hell to Life: AI and Full Body Animation in DOOM'
youtube.com/watch?v=3lO1q8mQrrg

--

Soundtrack for this episode is the following tracks from the DOOM Soundtrack by Mick Gordon.

- "MasterMind'
- 'Hellwalker'
- 'Harbinger'
- 'BFG Division'
- 'Biowaves'

#DOOM #DOOMEternal #DOOM64
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The AI of DOOM (2016) | AI and Games #30 @AIandGames

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