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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

AI Summit: Enemy AI in 'Suicide Squad': Bringing Brainiac's Invasion to Life

Andrea Tucci  (Senior Gameplay Programmer, Rocksteady Studios)

Giovanni Campo  (Lead Gameplay Systems Programmer, Rocksteady Studios)

Location: Room 2002, West Hall

Date: Tuesday, March 19

Time: 10:50 am - 11:50 am

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

In this session, Gio and Andrea provide a tour of the AI behavior systems used to bring Brainiac's army of corrupted to life in 'Suicide Squad: Kill the Justice League'. This talk covers all levels of the behavior systems, from game activity level through to groups of enemies and finally to individual agent decision-making and actuation of abilities. The speakers discuss the design and implementation of a spatial network and how this innovative approach enhances AI tactics in combat analysis and pathing. They dive into real content examples from the game and discuss the challenges of providing a fun player experience while scaling enemy behaviour up to large groups, and how technology created by the team at Rocksteady overcame these difficult problems.


Attendees will learn about the techniques developed for coordinating large groups of enemies, such as: reducing the amount of environmental analysis required by sharing information between agents, making behaviour appear cohesive and tactical, navigating challenges in area classification, space partitioning, and maintaining spatial network continuity across dynamic open-world environments.

Intended Audience

This talk is aimed at AI, Gameplay programmers and designers interested in how to create and optimise high quality behaviours for large scale combat encounters, spatial analysis and pathfinding.
Basic knowledge of game AI and decision making will help give the content of the talk context, but is not required.

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