File:Designing the Enemy AI of Tom Clancy's The Division 2 - AI and Games-2

In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with Division 2's lead AI programmer, Philip Dunstan and get his perspective a year after the game first shipped. Over a three-part series we discuss the challenges of designing AI characters for missions and open-world gameplay and the other interesting problems faced along the way.

In this first video we discuss how the programming and design team at Massive and their supporting studios revamped the design of the enemy AI for the sequel. Plus how the experience of shipping and maintaining the first game helped influence their decisions as they moved from New York to Washington D.C.

Watch all episodes here: https://www.youtube.com/playlist?list=PLokhY9fbx05ec0K1-mD5vrdPjTvxXmGkR

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Please note: as part of my collaboration with Ubisoft I was compensated for my time in developing this and related videos.