Tommy Thompson's Expert Blogs
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.
In part 5 of my series on Total War, I look at the modern-day combat systems and specifically the Siege AI subsystem in 2016's Total War: Warhammer.
In part 4 of my series on Total War, I look at the innovations in campaign and diplomacy AI in 2015's Total War: Attila.
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.
Real-time strategy games are some of the most taxing for AI systems to build responsive and dynamic opponents. In this first in a series I look at the AI innovations and features of The Creative Assembly's 'Total War' franchise.
The xenomorph AI in Alien: Isolation set the benchmark for antagonists in horror games. I take a look at the AI techniques used and the design choices made to maintain the terror throughout the campaign experience.
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