Tommy Thompson's Expert Blogs
Skeletons and sharks, two distinct AI systems in Sea of Thieves with their own interesting design secrets.
In this first of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game and the work required to maintain the experience for players across the Sea of Thieves.
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.
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