Tommy Thompson's Expert Blogs
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.
Season 2 of the 2013 reboot of Killer Instinct brought with it the Shadow AI system: a method of replicating human performance in-game to control AI opponents. We take a look at how it works.
Far Cry is a AAA video game franchise built on the principles of systemic gameplay and behaviour. We take a look at how this is managed by AI systems in both Far Cry 3 and 4.
[Previous Tommy Thompson Blogs]