Abstract: Having established AI tech in your studio is great… until your next game adds demands well over and above what your existing systems were designed to handle. This session describes the changes that Guerrilla made to switch from having to support a single human enemy in closed corridor spaces to a game with more than 25 wildly different characters in a large open world. Specifically, the lecture explains how they changed the navigation and animation systems that made the characters in Horizon Zero Dawn move realistically. Additionally, they detail how these changes impacted their workflow throughout the project.