PAGDIG meeting March 9th @ 7:30pm

The second Thursday of the month is comming up and we’re having another presentation meeting March 9th @ 7:30pm!
Andrew Stern will be talking about the story behind developing Facade.

It’ll be held at Corwin’s office again, here’s the info:

Spotlight Mobile
17 SE 3rd Avenue #501
Portland, OR

It’s the brown brick “Towne Storage” building just south of Burnside Bridge. There’s a security system and alarm and things,
So please try to get here roughly on time so I can make one trip instead of 12. :) The door is on the east side of the building- come to
that point and dial the number for Spotlight Mobile, or call:

Corwin: 503-866-8237 or skinny: 503-929-3785

and we’ll get you upstairs. Bring food and drinks!

PAGDIG meeting March 9th @ 7:30pm (Event)

The second Thursday of the month is comming up and we’re having another presentation meeting March 9th @ 7:30pm! Andrew Stern will be talking about the story behind developing Facade. Read more about his talk below.

It’ll be held at Corwin’s office again, here’s the info:

Spotlight Mobile
17 SE 3rd Avenue #501
Portland, OR

It’s the brown brick “Towne Storage” building just south of Burnside Bridge. There’s a security system and alarm and things,
So please try to get here roughly on time so I can make one trip instead of 12. :) The door is on the east side of the building- come to that point and dial the number for Spotlight Mobile, or call: Corwin: 503-866-8237 or skinny: 503-929-3785 and we’ll get you upstairs. Bring food and drinks!

In this informal talk, Andrew Stern will describe the process of building Façade (a collaboration with Michael Mateas), a process that combined three simultaneous and related research and design efforts: designing ways to deconstruct a dramatic narrative into a hierarchy of story and behavior pieces; engineering an AI system that responds to and integrates the player’s moment-by-moment interactions to reconstruct a real-time dramatic performance from those pieces; and understanding how to write an engaging, compelling story within this new organizational framework. Andrew will do his darndest to provide an overview of the process of bringing this interactive drama to life as a coherent, engaging, high agency experience, including the design and programming of thousands of joint dialog behaviors in the reactive planning language ABL, and their higher-level organization into a collection of story beats sequenced by a drama manager. Throat dry and ready for a beer, he’ll haphazardly describe the iterative development of the architecture, its languages, authorial idioms, and varieties of story content structures, and how these content structures are designed to intermix to offer players a high-degree of responsiveness and narrative agency. Fatigued, he’ll muster the energy to conclude with design and implementation lessons learned as well as describe current and future research and commercial directions.