GUN is a third person shooter set in the Wild West released for PlayStation 2, XBOX, Gamecube, and XBOX 360. It was my first project at Neversoft, and I worked on the artificial intelligence. With the ambition to create a living, streaming world alongside almost twenty core missions with their own custom features, the AI needed to be very flexible. The following list contains some of the supported AI system features:
Multiple agent species (humans, horses, cows, bears, wolves, birds, etc)
Using vehicles including horses (where the horse is also a functional agent), stagecoaches, and canoes
Combat including cover, multiple weapon types (melee, bows, guns, dynamite, and Molitov cocktails), mounting fixed weapons (canons and gatling guns), taking hostages, evasive dives and rolls, vocal communication, and fighting from both on the ground and on a vehicle
Investigating suspicious sounds and searching for threats that can no longer be detected with vision and hearing.
Locational based damage reactions
Ambient life in the towns and wilderness that would function seamlessly with non-ambient agents.
Ability for designers to take full control over agents for mission scripted events as needed
My focus was on the agent animation system, vehicle system, behavior system, motion control, and core agent logic (combat, searching, inventory management).