Tommy Thompson's Expert Blogs
In this second and final entry on the AI of Horizon Zero Dawn, I explore the sensor systems used by individual machines, the animation tools and the two distinct navigation systems on land and in the air.
In this first of two blogs I explore the AI decision making framework that enables the machine-animals of Horizon Zero Dawn to behave independently and as part of a herd.
Sometimes if you want to make your game work as intended, you need to cheat a little bit. In this video I examine one of the best 'cheating' AI systems in recent years: the companion AI of 2017's Ghost Recon Wildlands.
In part 2 of my series on The Division, I explain how the online systems manage the AI characters in-game.
How Massive diversified enemy encounters with five factions and 36 unique enemy character types.
I explain how Halo 3 managed to have so many AI characters on screen at once.
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.
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.
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.
Building scalable and flexible level generation isn't easy. So I started a research project and wound up launching a game on Steam.
[Previous] | [Next]