Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 23, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Tommy Thompson's Blog   Expert Blogs


Dr. Tommy Thompson is the director of AI and Games Ltd.: a company dedicated to providing consultancy and bespoke software solutions for artificial intelligence technologies in the video games industry.  All in an effort to help studios to refine the designs, tools, and architecture required to elevate AI within their games.  The company is largely known for its crowdfunded YouTube series of the same name that explores research and applications of artificial intelligence in video games.

As of 2021, Tommy is an advisor to the GDC AI Summit in an effort to support developers as they showcase their hard work and contributions to the game development community.

Tommy is a part-time lecturer in computer science and researcher in artificial intelligence applications in video games and has authored over 40 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 15 years as a reviewer and chair for numerous conferences and workshops.

Tommy also develops his own game projects at indie company Table Flip Games,

You can follow Tommy and the AI and Games series on Twitter.



Expert Blogs

Posted by Tommy Thompson on Tue, 31 Aug 2021 01:03:00 EDT in Design, Programming, Production, Art, Console/PC
Mass Effect Legendary Edition is one of the first high-profile titles to use AI texture upscaling, but how does it work?

Posted by Tommy Thompson on Tue, 01 Jun 2021 12:35:00 EDT in Design, Programming, Production, Console/PC
The Drivatar system is designed to reproduce how people race in the Forza series. But how does it actually work?

Posted by Tommy Thompson on Thu, 29 Apr 2021 04:10:00 EDT in Design, Programming, Console/PC
Ensuring players can follow the action is critical to turn-based strategy, and in Gears Tactics, AI helps make that happen.

Posted by Tommy Thompson on Thu, 08 Apr 2021 10:59:00 EDT in Design, Programming, Art, Serious, Indie
Exploring the inner workings and 10-year journey behind the development of Ultima Ratio Regum: a roguelike that procedurally generates cultural human cultures.

Posted by Tommy Thompson on Thu, 28 Jan 2021 11:14:00 EST in Design, Programming, Console/PC, Indie
2017's dungeon crawler Unexplored pioneered a new approach to procedural dungeon generation, by designing cycles of gameplay that are translated into level designs.

Posted by Tommy Thompson on Wed, 09 Dec 2020 10:11:00 EST in Design, Programming, Console/PC
In an exclusive interview with developers at Ubisoft Toronto, we discuss the challenges of making the Legion's 'Play as Anyone' simulation come to life.

Tommy Thompson's Comments

Comment In: [Blog - 01/30/2019 - 04:59]

Yeah... I just correct that. ...

Yeah... I just correct that. Didn 't spot it until after I published it, but I appear to have invented a new machine type. Whoops