Well, I’m back and somewhat recovered from GDC. (It always helps to have a day of downtime built into the end of the week.)
From the comments that I and the rest of the participants received, the inaugural AI Summit was well received. I know that all of us were very pleased in not only the presentations that we each delivered but in all of the other ones as well. Apart from a false start at the beginning due to my laptop being under the proverbial weather with a virus, the rest of the two days went off smoothly.
I will post more on my reflections on each of the Summit sessions throughout the week. I did want to touch on a couple of high notes, however. We were very proud (as a group) to be able to deliver such a wide variety of topics. From animation to pathfinding to behavior to knowledge representation to layered goals and multi-threaded architecture, we hit a lot of the key topics. I think this was one of the comments that I heard the most… that there was a little bit of everything. Additionally, many people commented on how we mixed some past techniques with cutting edge stuff and then even some blue sky ponderings (“Human AI” and “Photoshop of AI“. Additionally, people liked the sessions that weren’t specifically technical such as the one on how to get along with designers.
In other GDC news, After the Summit, much of the week was anti-climactic. There were the 3 normal AI roundtables as well as one run by Alexander Nareyek. I will be posting pictures and audio from the roundtables on this page. You can also check out last year’s stuff here. Eventually, I will have the pictures up from the AI Game Programmers Guild dinner (Sunday) and the regular annual AI Programmers Dinner (Friday) up as well. (Once I saw how dedicated to taking photos Petra Champandard of AIGameDev was, I figured I would let her do most of the shooting. I will link to those pictures as they become available.
Other than that, I only went to three sessions – one of which could actually be co-opted into an AI session. It was on balancing multi-player games. I figure this is an important facet of constructing AI as well for obvious reasons. I went to a roundtable hosted by Ben Sawyer about exploring emerging markets in games.
Peter Molyneux’s lecture on how Lionhead explores experimental stuff was surprisingly lame for a Molyneux talk. I was just really hoping to see more of where they were going right now. I thought it was going to be a sneak peak session. (I should have suspected something when his PR handler was nowhere to be seen.) The only amusing moment was when he almost let out the name of the project… although it is likely no one would have gotten much out of simply a name. Oh well.
I did spend a lot of time on the Expo floor. Much of that time was spent nosing around my publisher’s booth. I guess I sold quite a few books. The GDC store sold out of the 12 that they brought. Additionally, my publisher sold quite a few from their booth. Many of those sales happened while I was there. It took me by surprise to have people ask me to sign their copies. To be honest, it was more of an honor for me to be asked than I figure it was for them to receive a little of my ink. All I asked of them was to post a review out on Amazon when they got done. That would mean a lot to me (and the other people who might be interested in buying it).
Anyway, I plan on writing a bit more after I finally get my laptop cleared up. (Not looking good right now.) If you are coming into this post directly, you may want to check the tags below to see if I have written anything further about the Summit or GDC 2009.