Latest From Us

Resources

By: Toño Jimenez

In the Smart Environment article, we explored how agents can avoid crowding by reserving paths. One NPC declares its intended

By: Toño Jimenez

One of the hardest parts of building convincing game AI is deciding how much knowledge to put inside the agent.

By: Toño Jimenez

Game AI has evolved through several design patterns: Finite State Machines (FSMs), Behavior Trees (BTs), and Planning systems. Each has

By: Toño Jimenez

When studios talk about building new technology, a smarter AI system, a faster rendering pipeline, or a more elegant gameplay

By: Toño Jimenez

When most people think about game testing, they picture QA teams running through builds, finding bugs, and filing reports. But

By: Toño Jimenez

When people think about game development, they picture flashy art, clever AI, or tight combat mechanics. What often gets overlooked

By: Toño Jimenez

Every developer knows that game projects live and die by teamwork. You can have the sharpest coders in the world,

By: Toño Jimenez

When I started consulting a year and a half ago, I never expected one of my most common recommendations would

By: Toño Jimenez

After publishing my recent piece on game AI planning, I received a wave of questions about GOAP, which inspired me