In reverse chronological order.
The dots mark important steps in the development process. The more dots, the closer to the finished system.
Development
- Clustered behaviours bad for debugging
- Behaviours are clustering
- Actor-specific behaviours
- Back on the path
- More reflexes
- Compulsive autonomy
- Shock therapy
- Interacting with autonomous actors
- Reviewing Conditions
- In the forest, on the path
- Drama Princess at GDC
- Imitation and synchronization
- It’s finished!
- Getting bored with doing nothing…
- Non-lunatic behaviour (a simple system design summary)
- Getting out of the jitter zone
- Avatars and Actors
- Gentle affection
- A range of emotions…
- Interactivity is fun!
- The Actor as Avatar
- Action System test
- Curiosity – Shock – Surprise
- Reflexes
- Memory
- Sufficiently simple?
- Behaviour System
- Decision System (version 3)
- Stylised characters
- We’re back!
- Vacation
- Faithfulness and quarreling
- Attitude is not attention span!
- Romanticism vs comfort and the joy of hanging out
- Number of animations versus style
- Looking
- Shock and suggest with urgency
- Girls and boys
- When the actor gets very close…
- Main components
- Test 1: Action system
- Planning the first steps
- Tasks and behaviour
- Expressing emotions about interactions
- Avatar control in Romanticism
- From goal to behaviour
- Characters with jobs
- Objects have motions
- Variation in animation
- A single goal out of all opportunities
- Attitude eats attention span
- Attitude
- Conditional opportunities
- Musings about hostility and intimacy
- Author-defined optimal intimacy
- Studying underacting
- Repetitiveness, stylisation and underacting
- A little test
- Romanticism (system design 2)
- Imitation as expression
- Transitions between animation sequences
- Decision filters
- Consumerism as a model (system design 1)
- Drama Princess specifications
- A mental verification test
- Shopping list
- Drama Princess Symposium evaluation
- Our approach to story
- Everything is relationships
- Personality and growth
- Etiquette bubbles
- Why not random?
- Randomizing constraints?
- Drama Princess Workshop & Symposium
- How low should the author go?
- Thinking of somebody else
- Sympathy and empathy
- Mindless puppets?
- Always in between things
- Interacting with avatars
- Tamagotchi saves AI
- Activities, not characters
- A simple system
- Modeling relationships
- Consistency for consisency’s sake
- Usage instructions
- AI from the outside
- Testing Drama Princess ideas
- The Deaf Mute Little Girl in the Pretty White Dress
- Emotion roles
- Willingness in the Suspension of Disbelief
- Rewarding NPCs
- The seduction of realism
- Better Game Characters by Design (Katherine Isbister)
- A Theory of Fun for Game Design (Raph Koster)
- AI Game Programming Wisdom 3 (edited by Steve Rabin)
- Hamlet on the Holodeck (Janet Murray)
- Computers as Theatre (Brenda Laurel)
- Body language (Susan Quilliam)
- The Naked Ape (Desmond Morris)
- The actor, athlete of the heart (Herman Verbeeck)
- Paradox of the Actor (Denis Diderot)
- Chris Crawford on Interactive Storytelling (Chris Crawford)
- Gender inclusive Game Design (Sheri Graner Ray)
- Game Story & Character Development (Marianne Krawczyk & Jeannie Novak)
- Programming Believable Characters for Computer Games (Penny Baillie-de Byl)
- AI Game Programming Wisdom (edited by Steve Rabin)
- Artificial Life Possibilities – A Star Trek Perspective (Penny Baillie-de Byl)