AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games (and me) on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames http://www.twitter.com/GET_TUDA_CHOPPA A written version of this video is available: The AI and Games website: http://aiandgames.com/doom2016 Gamasutra: http://gamasutra.com/blogs/TommyThompson/20180806/323715/Cyber_Demons__The_AI_of_DOOM_2016.php -- DOOM's return in 2016 thrilled audiences as it married modern design sensibilities with a reverence for classic shooter gameplay. In this video I reveal how Hierarchical Finite State Machines make it all work and how 2011's Rage paved the way for DOOM's AI systems. Chapters [00:00] Introduction [02:11] Push Forward Combat & Combat Chess [04:22] 'Call of DOOMY' [06:14] DOOM's AI Systems [11:36] Designing DOOM [18:36] Closing -- Videos used in this episode are taken from the following: 'DOOM Resurrection [Part 1]: To Hell and Back' by NoClip https://www.youtube.com/watch?v=PS6SBnccxMA 'Embracing Push Forward Combat in DOOM' GDC 2018 https://www.youtube.com/watch?v=2KQNpQD8Ayo 'Bringing Hell to Life: AI and Full Body Animation in DOOM' https://www.youtube.com/watch?v=3lO1q8mQrrg -- Soundtrack for this episode is the following tracks from the DOOM Soundtrack by Mick Gordon. - "MasterMind' - 'Hellwalker' - 'Harbinger' - 'BFG Division' - 'Biowaves' #DOOM #DOOMEternal #DOOM64