~/talk

Killer Combat Design

Talkat devcom digital conference 2020 · 2020-08-17..08-30· [creative-coding]
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Panel boils down to concrete practices not platitudes: mocap prep uses reference dumps and simple previz to cut takes to one or two; a spring floor preserves realistic impact data; designers import mocap and do sectioning animations into anticipation hit recovery and tweak timings in-engine; the teaching tool action dice randomizes anticipation move recovery to train performers; encounter work treats enemies as chess pieces expanding rock paper scissors into six plus archetypes and tests whether players actually use intended tools.

AI-written summary · about

  1. 0:00Start
  2. 0:54Eric Jacobus
  3. 2:30Describing the Role of a Combat Designer
  4. 5:24Technical Designer
  5. 8:39Eric Williams
  6. 9:38Combat Design Challenges
  7. 13:13Kratos for God of War
  8. 25:33Action Dice
  9. 29:39The Combat Puzzle
  10. 30:05Combat Puzzle
  11. 32:51Combat Designer
  12. 35:43Combat Design Theory
  13. 41:02What Skills Do You Look for and What Advice Would You Give to People Looking To Get
  14. 44:13Enemy Design and Enemy Implementation
  15. 46:28Implementation
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