Premium Interviews

Misbehaving Robots in Procedural Levels in BIONIC DUES
Premium Interview October 17th, 2014

Misbehaving Robots in Procedural Levels in BIONIC DUES

Most designers strive to build enemies that don't exhibit AI bugs, but in Arcen Games' BIONIC DUES, it's the opposite! Individual AI quirks are exposed and combined together for each of the enemy robots, adding puzzle-style gameplay into this rogue-like. In this mini-interview, learn some of the insights behind the design from Chris Park, and how it combines with the procedural level generation.

Steering-based Space Combat & Grand Simulation AI in THE LAST FEDERATION
Premium Interview October 13th, 2014

Steering-based Space Combat & Grand Simulation AI in THE LAST ...

Discover the design techniques and technology behind Arcen's most recent game, The Last Federation. You'll see how the space combat was built around steering behaviors and why design tricks were necessary to make the combat interesting. Also, you'll see how the combat scenarios are generated, and at the high-level the design and implementation of the grand simulation and AI for each of the factions in a complex ...

Board Game AI and Heuristic Pruning for LORDS OF WAR
Premium Interview September 16th, 2014

Board Game AI and Heuristic Pruning for LORDS OF WAR

What are the challenges applying Monte-Carlo Tree Search to a board game? In this interview with Nick Sephton, you'll hear about a game called LORDS OF WAR and how MCTS was applied to select which card or move should be played. In particular, you'll hear about heuristic pruning and its benefits for reducing the branching factor and how it improved performance. For those interested in multi-threading and ...

Banished: Creating, Balancing & Scaling a Medieval City Simulation
Premium Interview August 6th, 2014

Banished: Creating, Balancing & Scaling a Medieval City Simulation

City building games walk a fine line between AI that's fun to watch and a balanced simulation. The implementation also needs to be very efficient to support acceleration and hundreds of villagers. This interview digs into medieval-themed Banished. Luke Hodorowicz shares insights about the individual AI code, and designing a consistent experience.

Third Eye Crime: Action/Stealth Simulation with Occupancy Grids
Premium Interview July 17th, 2014

Third Eye Crime: Action/Stealth Simulation with Occupancy Grids

What does it take to build a modern stealth game with state-of-the-art AI, and make it work on tablets? This interview with Moonshot Games shares the details behind Third Eye Crime, a stealth/action game that bridges simulation and puzzle genres. Find out about the underlying occupancy grid prototype, individual AI reasoning, what it took to ship the technology on iPad, and the process of designing fun yet ...