Premium Interviews

Behavior as First-Class Gameplay Concepts in CORTICAL
Premium Interview April 11th, 2011

Behavior as First-Class Gameplay Concepts in CORTICAL

Games such as the classic LEMMINGS or the upcoming PORTAL 2 feature behaviors as explicit concepts in the game that you can manipulate as objects, from setting the behavior of the Lemmings to spraying jump and acceleration paint around the world. In an industry where creative designs can help both AAA and indie titles distinguish themselves, these concepts are a proven yet very under-used technique for adding ...

2D Side Scrolling RTS AI in SWORDS & SOLDIERS
Premium Interview March 22nd, 2011

2D Side Scrolling RTS AI in SWORDS & SOLDIERS

SWORDS & SOLDIERS is a multi-platform 2D sidescrolling RTS game that distills real-time strategy tactics to their very core. The game exhibits all of the traditional challenges for AI, including timing about when to build units, how to balance production of workers vs. combat units, which branch of the technology tree to develop, and which path to send the units on.

WORLD IN CONFLICT and AI for Real-time Tactics Games
Premium Interview February 13th, 2011

WORLD IN CONFLICT and AI for Real-time Tactics Games

Real-time Tactics (RTT) games are a sub-genre of strategy games where you're assigned a set of units and some reinforcements, and wage war on a battlefield against an enemy. How do you build AI for such games when the emphasis is entirely on unit deployment and maneuvering? What changes when you don't need to worry about base-building or resource gathering?

Post-Release AI Improvements in SUPREME COMMANDER 2
Premium Interview December 3rd, 2010

Post-Release AI Improvements in SUPREME COMMANDER 2

You may be surprised to hear that not all studios reuse their AI code from one game to another. Low-level systems are increasingly being reused, but when it comes to decision making and game-specific logic, that often gets thrown out. One way to approach this strategically is to update the AI post-release with the next game in mind...

Post-Release AI Improvements in SUPREME COMMANDER 2
Premium Interview December 3rd, 2010

Post-Release AI Improvements in SUPREME COMMANDER 2

You may be surprised to hear that not all studios reuse their AI code from one game to another. Low-level systems are increasingly being reused, but when it comes to decision making and game-specific logic, that often gets thrown out. One way to approach this strategically is to update the AI post-release with the next game in mind...