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September 21, 2018
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Tommy Thompson's Blog   Expert Blogs

 

Dr Tommy Thompson is the writer and producer of AI and Games: a crowdfunded YouTube series on research and applications of artificial intelligence in video games. Tommy is a senior lecturer in computer science and researcher in artificial intelligence applications in video games and has authored over 30 academic publications in areas such as artificial general intelligence, machine learning for non-player characters and procedural content generation.  Tommy has been an active participant in the academic community for over 10 years as reviewer and chair for numerous conferences and workshops.

Outside of academia, Tommy is a freelance game AI programmer and designer working as a consultant to existing studios.  Helping to refine the designs, tools and architecture required to elevate AI within games.  In addition, Tommy develops his own projects at indie company Table Flip Games, through which he has published his first title Sure Footing on PC, with console ports coming in 2019.

You can follow Tommy, the AI and Games series and Table Flip Games over on twitter.

 

 

Expert Blogs

Posted by Tommy Thompson on Thu, 06 Sep 2018 09:19:00 EDT in Design, Programming, Console/PC
Far Cry Primal introduces a taming mechanic that allows players to use wildlife as an assisting character. In this piece I explain how this was designed and implemented.


Posted by Tommy Thompson on Mon, 06 Aug 2018 09:46:00 EDT in Design, Programming, Console/PC
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.


Posted by Tommy Thompson on Mon, 09 Jul 2018 02:45:00 EDT in Design, Programming, Console/PC
2012's Spec Ops: The Line is a cult classic third-person cover shooter by Yager Development. In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.


Posted by Tommy Thompson on Wed, 27 Jun 2018 11:18:00 EDT in Design, Programming, Console/PC, Indie
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.


Posted by Tommy Thompson on Mon, 05 Mar 2018 10:35:00 EST in Design, Programming
In part 5 of my series on Total War, I look at the modern-day combat systems and specifically the Siege AI subsystem in 2016's Total War: Warhammer.


Posted by Tommy Thompson on Mon, 26 Feb 2018 09:42:00 EST in Design, Programming
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.