A walkthrough of the design of the Behave AI editor, compiler and runtime, the considerations behind, its evolution and some insights into its implementation.
Talk objectives: This talk aims to provide an insight into one approach to tooling a game AI production pipeline, with the goal of maximising iteration time and overall productivity.
Target audience: Game AI - and tools developers should find some interesting ideas for direct use in current production or for adaptation down the line.
Formerly of Unity Technologies, Emil "AngryAnt" Johansen now works as a freelancer, specialising in artificial intelligence in games and offering extensive expertise in Unity development. He also finds time to maintain packages on the Unity Asset Store - including the Behave editor and runtime AI solution.