In the first of a four-part series I go behind the scenes of online pirate adventure game ‘Sea of Thieves’. Including interviews with several gameplay programmers at Rare who worked on everything from mission construction, server balancing for AI characters, AI navigation on-land and at sea, plus the inner workings of the skeletons, pigs, chickens, snakes, sharks, megaladons, krakens and haunted ships.
In this first episode I interview three developers – Andy Bastable, Rob Masella and Stuart Holland – about the early days of the games development, the underlying AI architectures and the procedural mission generation and balancing systems.
Check out the rest of the AI of Sea of Thieves episodes:
Part 1 (Mission and World Design):
Part 2 (Skeletons and Sharks):
Part 3 (Megaladons, Krakens and Skeleton Ships):
Part 4 (Testing and QA):
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This video is brought to you in conjunction with the UKIE’s ’30 Years of Play’: celebrating the past, present and future of the UK interactive entertainment industry. Visit their website for links to interviews, videos, podcasts and events.
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You can read the article based on this video on the AI and Games website and on Gamasutra:
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AI and Games is series on research and applications of Artifical Intelligence in video games. It’s is supported through and wouldn’t be possible wthout the wonderful people who support it on Patreon.
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