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Real Time Worlds Grabs Kynapse AI For Crackdown

A.I. middleware solution provider Kynogon has announced that Kynapse is being used by Real Time Worlds to develop Crackdown. Conceived by David Jones, creator of t...

Simon Carless, Blogger

November 2, 2005

1 Min Read
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A.I. middleware solution provider Kynogon has announced that Kynapse is being used by Real Time Worlds to develop Crackdown. Conceived by David Jones, creator of the Lemmings and Grand Theft Auto series, this Xbox 360 exclusive title “is the evolution of the free-roaming formula gamers have been waiting for.” (Game Informer, October 2005). The title’s completely nonlinear and freeform gameplay makes A.I. an interesting challenge for Crackdown. The city is a highly interactive, vast open world with large numbers of destructible objects. Verticality also plays a major role: Crackdown is a play volume where the city spreads up. On top of that, it is a living city with civilians and vehicles to be contended with. “Kynapse made our job a lot easier” says Stig Petersen at Real Time Worlds “It brought us out-of-the-box solutions to the complex path finding issues we were facing. Kynapse 3D dynamic topology analysis also allowed us to implement smart enemy behaviors. The game would not be the same without Kynapse, as we saved several months of work on the underlying AI system, so that we could focus on developing custom high-level behaviors and, above all, on making the game fun.”

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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