How do Stealth Games Deal with Detection | School of Stealth Part 3

Welcome back to the School of Stealth, a GMTK miniseries on how stealth games work. In episode three, it’s time to tackle the biggest challenge of stealth game design: detection. In a genre that’s all about staying hidden, what should designers do when the player is found? Support Game Maker’s Toolkit on Patreon - Join the GMTK Game Jam Sources Modelling AI Perception and Awareness in Splinter Cell: Blacklist | GDC Vault (Free Access) Pac-Man (Design Icons) | Game Maker’s Toolkit Video chapters 00:00 - Introduction 01:37 - Video Game AI 03:40 - Improving Guard Detection 08:14 - Dealing with Quick Load 12:13 - Conclusion Games shown in this episode (in order of appearance) Metal Gear Solid (Konami, 1998) Volume (Mike Bithell, 2015) Metal Gear (Konami, 1987) Metal Gear Solid V: The Phantom Pain (Kojima Productions,
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