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When building gameplay systems flexibility and simplicity are king. In this talk we will present a full slice of a modular weapon system from a programmer point of view, showing how classic AI techniques can be used in unconventional grounds and introducing the new Action Trees and the DataDriven² paradigm. Attendees will leave with a practical example on how to evolve a system while keeping your building blocks simple to reach quick iterations, fast feature creation, real-time tweaks and improved data scalability when the game goes big.