Thursday, May 22, 2025

Development Team Breakdown: Boxer Tendencies, Traits, and Gameplay Systems

 



For a serious boxing sim game with 200+ boxers and many other non-playable characters (NPCs like coaches, referees, cutmen, promoters), you’ll need a highly modular and scalable team. Below is a breakdown of how many developers, artists, designers, and engineers you'd need—focused on boxer tendencies, mechanics, and supporting gameplay systems.


๐Ÿ“Š Team Size Recommendation for Core Gameplay Systems (Tendencies, Mechanics, AI)

Assumes a mid-to-large studio (~40–80 devs total), targeting high realism, replayability, and deep boxing sim systems.

Role Suggested Headcount Primary Responsibilities
Gameplay AI Engineers 3–5 Develop AI logic, tendency parsing, decision trees, trait stacks, match strategy evolution.
Combat System Engineers 2–3 Handle input windows, punch mechanics, stamina/fatigue transfer, dazed/get-up states.
Tendency/Data Designers 2–4 Define over 800 tendencies, tune values per boxer, build archetypes, style trees.
Technical Animator(s) 1–2 Integrate tendencies with animation states, sync with motion & physics.
Boxing System Designer(s) 1–2 Ensure realism in mechanics/tendency interaction, balance traits for all boxer types.
AI QA/Playtest Analyst 1–2 Test 1v1 scenarios, behavior profiles, reaction to stat/tendency shifts mid-fight.
Tool Developer 1 Build Unity/UE5 dashboard editors for assigning and modifying tendencies/traits.
Data Engineer (optional) 1 Handles CSV/JSON → SO/DT parsing, builds importer/exporter, telemetry hooks.

Core AI + Mechanics Team Size: 12–20
These can overlap roles, especially in smaller teams.


๐Ÿ”ฉ Supporting Dev Roles (for Integration and Expansion)

Role Suggested Count Function
UI/UX Devs 2–3 Show tendencies, stats, traits visually in menus, between-round analysis, fighter profiles.
Narrative/Presentation Designers 1–2 Build behavior-linked commentary, rival dynamics, legacy arcs.
Animation Team 3–6 Create behavior-driven animations (e.g., "wrecking ball pressure", "back-foot counter artist", clinch types).
Boxer Data Entry Assistants 2–3 (temp or part-time) Populate 200+ boxers with proper tendencies, traits, bios, AI tags.

๐Ÿง  Reason for Larger AI & Tendency Team

  • Over 200 fighters × 800 tendencies = 160,000 potential relationships.

  • Each fighter has:

    • Styles (e.g., pressure, counterpuncher, outfighter).

    • Contextual behavior (dazed, losing, vs. southpaw, etc.).

    • Trait overrides (e.g., “more dangerous when hurt”).

  • You’ll need tools, templates, and validation systems to manage this complexity.


⚙️ Breakdown of Workload

For 200 Fighters:

  • 6–10 Archetype Bundles: Classic Boxer, Slugger, Swarmer, Counterpuncher, Spoiler, Slickster, Hybrid.

  • 200+ Tendency/Stat Profiles with:

    • Base traits (e.g., Chin, Stamina, Ring IQ)

    • 30–50 selected tendencies per boxer

  • Integration with:

    • Stamina system

    • Cut damage AI

    • Referee/coach behavior

    • Style-specific animations

  • Testing dozens of AI matchups in various difficulty settings


๐Ÿงฉ Example Team Distribution Chart

Department Count Key Deliverables
๐Ÿง  AI/Gameplay Mechanics 15 Tendencies, dazed/get-up logic, footwork AI, style logic
๐ŸŽจ Animation & Mocap 5 Anim sets per style, hurt reactions, footwork variations
๐Ÿ›  Tools/Pipeline 2 Stat editors, tendency dashboards, fighter profile builder
๐Ÿงช AI Testing/QA 2 Match AI vs. AI + player testing, behavior bug reports
๐Ÿงพ Boxer Data Entry & Config 2 Populate 200+ profiles, tune traits, assign styles
๐ŸŽญ Narrative/Style System 1–2 Voice line linking, commentator reactions, trainer cues


๐ŸŽฏ How Many Additional Hires Does Steel City Interactive Need?

For a game like Undisputed (by Steel City Interactive) to fully realize a deep AI tendency and mechanics system across 200+ boxers, SCI will likely need to expand by an estimated 20–35 additional hires, depending on how much of the work is already modularized and how many specialists they currently have.


๐Ÿง  Contextual Premise

Undisputed already has:

  • A strong base roster and character models.

  • Licensed fighters with unique styles.

  • An existing combat system and movement base.

  • Early AI and traits (e.g., some fighters being better on the inside or out).

But to reach simulation-level depth with:

  • 800+ behavioral tendencies,

  • Highly reactive AI,

  • Get-up, dazed, stamina, and pressure mechanics based on fighter style,

  • Trait stacking with system-wide interplay...

They'll need more specialists, particularly in AI design, systems architecture, and gameplay animation integration.


๐Ÿงฎ Breakdown of Estimated Additional Hires

Department # Needed Why It’s Required
AI/Gameplay Engineers 5–7 Expand AI logic to cover real-time adaptation, style expression, decision trees, reactive behaviors, and stamina/trait interplay.
Boxing Data/Tendency Designers 4–6 Build and balance tendency profiles, integrate real-world boxer data, validate realism per fighter.
Technical Animators 2–3 Sync hurt states, dazed logic, get-up phases, movement with trait/tendency systems.
Tool Developers (Unity/Unreal) 1–2 Build editors for trait/tendency assignment, boxer behavior debugging, AI profiling dashboards.
Gameplay Designers (Boxing Experts) 2–3 Design styles, simulate matchups, validate emergent behavior and system cohesion.
AI/QA Analysts 2–3 Continuous testing of style behaviors across 200 fighters, tune edge cases, log mismatch issues.
Animation Team Additions 3–5 Add variety in AI-driven animations (e.g., different clinch reactions, punch recovery speeds, pressure footwork).
Narrative & Fight Presentation Design 1–2 Enable adaptive commentary, style-specific intros, between-round trainer behavior based on fighter tendency/archetype.

๐Ÿ“ˆ Total: 20–35 new hires, with emphasis on AI, Systems Design, Technical Animation, and Data-Driven Boxing Knowledge.


๐Ÿงฉ Key Hiring Gaps SCI Likely Has (2025 Estimate)

Need Current Status (based on available info) Gap
AI Behavior Specialization Limited; current AI is functional but not deeply emergent. ⚠️ Needs at least 5 new engineers.
Tendency/Archetype System Depth Early stages; some fighters reflect real style, but many feel generic. ⚠️ Needs 4+ designers + tools to scale.
Dazed/Get-Up/Hurt Logic Present, but not style-reactive or richly animated. ⚠️ Needs animation & state machine logic expansion.
Tooling for Boxer Behavior Assignment Unknown; likely internal tools, but not designer-friendly. ⚠️ Needs 1–2 tool devs + UI.
Fighter Variation via Traits Exists at a basic level (e.g. stamina, chin). ⚠️ Needs deeper stacking + effect variety.

๐Ÿš€ Strategic Hiring Timeline (If Scaling in 12 Months)

Timeframe Focus
Months 1–3 Hire AI engineers, combat designers, and data designers to define architecture and create modular boxer templates.
Months 4–6 Bring in animators and technical artists to build dazed/get-up/staggering integration with traits/tendencies.
Months 6–9 Hire tool developers and QA to accelerate internal production and debugging.
Months 9–12 Focus on polish, cross-style AI matchups, career mode integration, and content pipeline finalization.


๐Ÿ“Š Steel City Interactive – AI/Mechanics Expansion Plan

Objective: Deliver world-class simulation-level AI systems for 200+ boxers with unique tendencies, traits, and realistic mechanics in a boxing sim.


๐Ÿง  PART 1: HIRING PLAYBOOK

๐Ÿงฑ Role Matrix – AI & Mechanics Focused Team

RoleCountCore SkillsPriorityNotes
Gameplay AI Engineer5–7State machines, behavior trees, boxing logic, adaptive AI๐ŸŸฅ HighMust understand real-time combat decision making.
Combat Systems Engineer2–3Punch logic, stamina systems, get-up states, recovery๐ŸŸฅ HighIdeally has fighting game or sports sim experience.
Tendency & Trait Designer4–6Game design, psychology, boxing knowledge, data tagging๐ŸŸง MediumNeeds to think like a matchmaker and a boxer.
Technical Animator2–3Animator controller logic, blend trees, hit reactions๐ŸŸง MediumIntegrates physical response with AI triggers.
AI QA Analyst2–3Edge case discovery, AI matchup testing, telemetry๐ŸŸจ LowValidates emergent behavior and regression issues.
Tool Developer1–2Unity/UE Editor tooling, runtime AI visualization๐ŸŸฉ SupportBuilds designer/editor-friendly AI dashboards.
Narrative/Fight Presentation Designer1–2Commentary triggers, rivalry scripting, emotion logic๐ŸŸฉ SupportConnects AI to crowd/coaches/referees dynamically.

๐Ÿ‘ฅ PART 2: ORG CHART MOCKUP (AI + MECHANICS)

plaintext
Creative Director └── Gameplay Systems Lead ├── AI & Combat Programming Team │ ├── 5x AI Engineers │ └── 3x Combat Systems Engineers ├── Tendency/Stat Design Unit │ └── 4x Tendency Designers ├── Animation Integration │ └── 2x Technical Animators ├── Tooling & Pipelines │ └── 2x Tool Devs ├── AI QA + Balancing │ └── 2x AI Testers └── Fight Style Narrative Team └── 1x Presentation/Narrative Designer

๐Ÿ“‹ PART 3: TASK BREAKDOWN (PER ROLE)

AI Engineers

  • Build real-time behavior systems based on:

    • Ring positioning logic

    • Tendency-driven decision tree execution

    • Reactive state transitions (e.g., when stunned)

  • Implement style-aware logic: pressure, counterpuncher, swarmer, etc.

Combat Engineers

  • Expand punch impact mechanics using:

    • Boxer fatigue

    • Momentum shifts

    • Defensive posture on hit

  • Create systems for:

    • Stagger logic

    • Get-up mini-game types

    • Stumble zones (linked with hit zones)

Tendency Designers

  • Build a tagging matrix linking:

    • Traits ↔ Tendencies

    • Archetypes ↔ Stat Ranges

  • Design 200 boxer-specific profiles

  • Prototype matchup simulations (AI vs AI)

  • Define combo logic and counter habits per style

Technical Animators

  • Work on blend tree tuning for:

    • AI-controlled idle motion

    • Dazed states

    • Ring movement by style (e.g., pivot-heavy, pressure-footwork)

  • Sync animation with AI decisions

Tool Developer

  • Create:

    • Boxer profile editor (with trait & tendency assignment)

    • AI telemetry dashboard

    • Animation + state sync tool

QA/AI Analyst

  • Build AI stress-test library

  • Validate styles function across:

    • Fatigue conditions

    • Match contexts (early, late, round-ending)

    • Matchups (orthodox vs southpaw, etc.)


๐Ÿ—“️ PART 4: 12-MONTH INTEGRATION ROADMAP

๐Ÿ“† Months 1–3

  • Hire: Core AI Engineers, Combat Engineers, Tendency Leads

  • Deliverables:

    • AI/Tendency System Architecture

    • Draft Boxer Archetype Matrix

    • Boxer Trait Framework (ScriptableObjects/DataTables)

๐Ÿ“† Months 4–6

  • Hire: Technical Animators, Tool Dev, Narrative Designer

  • Deliverables:

    • AI-driven blend trees (stagger, dazed, clinch escape)

    • Editor tools for Boxer Profiles

    • First 20 boxers fully profiled + tested

๐Ÿ“† Months 6–9

  • Hire: QA Testers, Stat Designers, Additional Animators

  • Deliverables:

    • Style-vs-style matchup matrix

    • Profile Exporter/Importer pipeline

    • Cinematics linking style behavior to commentary/coaching

๐Ÿ“† Months 9–12

  • Full system polish, playtesting

  • Final 200 boxer profiles entered

  • Fight Night Simulation Mode (AI-only showcase)

  • Data validation pass on traits/tendency uniqueness




๐Ÿ“ˆ PART 5: JIRA EPIC & TASK BOARD LAYOUT

This structure supports Agile sprints (2-week cycles), cross-functional teams, and layered delivery of AI/traits/tendencies per fighter.

๐Ÿงฉ Epics (Top-Level Features)

Epic IDNameDescription
AI-001Tendency-Based AI FrameworkCore decision tree / BT logic for boxer personality and style expression.
AI-002Trait Stack & Impact SystemsTrait logic that dynamically affects combat performance, reaction, and endurance.
AI-003Boxer Profile PipelineTools and pipeline to create, edit, validate boxer AI behavior and stats.
AI-004Dazed, Stagger, Recovery LogicIntegration of realistic injury/stun states and get-up minigames.
AI-005Boxer Archetype SystemFramework and visuals for classifying boxer styles, behavior templates, and exceptions.
AI-006AI QA Suite & Match SimulatorAutomated testing for AI matchups and boxer profiles, including emergent behavior logging.

๐Ÿ—‚️ PART 6: JSON/CSV TEMPLATES FOR BOXER DATA

๐Ÿง  Boxer_Tendencies.json

json
{ "boxer_id": "MUHAMMAD_ALI", "archetype": "Outboxer", "traits": ["Showman", "Durable", "Counter_Specialist"], "tendencies": { "Offensive": { "JabFrequency": 0.9, "PowerPunchRisk": 0.3, "ComboLengthAvg": 2.5 }, "Defensive": { "LeanBackUsage": 0.8, "GuardSwitchRate": 0.6, "FootworkEscapes": 0.85 }, "Aggression": { "InitiateExchangeRate": 0.4, "DistanceControlFocus": 0.95 }, "Psychological": { "ComebackResponse": 0.9, "TrashTalkChance": 0.4 } }, "get_up_style": "ElegantRoll", "hurt_response_type": "BackstepAndGuard" }

๐Ÿ“Š Boxer_Stats.csv

csv
Boxer_ID, Power, Speed, Chin, Stamina, Accuracy, Defense, RingIQ, Recovery, Adaptability MUHAMMAD_ALI, 78, 96, 92, 88, 94, 91, 99, 90, 97 GEORGE_FOREMAN, 98, 75, 94, 83, 72, 74, 80, 89, 76

๐Ÿ›  PART 7: TOOLING UI WIREFRAMES (UNITY + UNREAL)

๐ŸŽ›️ 1. Boxer Profile Editor

  • Sections:

    • Boxer ID & Name

    • Archetype Dropdown (Pressure, Outboxer, Swarmer, etc.)

    • Editable Sliders or Input Fields:

      • Traits (multi-select)

      • Tendencies (nested categories with sliders or number input)

      • Stats (power, speed, chin, etc.)

    • Live preview:

      • AI summary (“This boxer tends to control distance with jabs and escapes via footwork.”)

๐Ÿ” 2. Tendency Debugger

  • During AI vs AI simulation:

    • Real-time pie charts for Offensive vs Defensive output

    • Trigger log (e.g., “LeanBack > CounterHook > Retreat”)

    • Heatmap of ring movement

    • Fatigue/Chin impact over time

๐Ÿงฐ 3. Data Import/Export Window

  • CSV / JSON drag-and-drop loader

  • Profile validation pass (flag missing traits/tendencies)

  • Export to DataTables (UE5) or ScriptableObjects (Unity)


๐Ÿ”— PART 8: TRAIT–TENDENCY–ARCHETYPE MAPPING TABLE (SAMPLE)

ArchetypeCommon TraitsTendency EmphasisNotes
SwarmerRelentless, StaminaTank, IronChinHigh aggression, close-range exchanges, body-focused combosCustom AI stamina drain logic needed.
OutboxerFootworkMaestro, JabArtist, CounterSpecialistJab volume, movement, lean-back defenseAI avoids corners, favors jab→retreat chains.
BrawlerKOHunter, RiskTaker, ThickSkinnedPower over precision, wide hooks, low guard ratesNeeds extra animations for reckless hurt states.
CounterpuncherPatient, HighRingIQ, TrapSetterLow aggression, reactive defense, baitingGet-up behavior adjusted for survival focus.

๐Ÿงช PART 9: AI PLAYTEST VALIDATION SHEET (GOOGLE SHEET STRUCTURE)

MatchupBoxer ABoxer BKey TraitsKey TendenciesBehavior ObservedIssue?Notes
Test-01AliFrazierFootworkMaestro vs PressureMonsterDistanceControl vs InsideFighterAli jabbed and pivoted, Frazier trapped cornersFrazier trapped too easily
Test-02TysonForemanIronChin + KOHunterMidRangePower vs CounterTrapTyson flurried early, Foreman stunned himCorrect behavior
Test-03LomachenkoHaneyHighIQ vs FootworkMaestroRhythmDisruption vs JabVolumeLomachenko broke rhythm mid-round 2Smooth transitions, effective

๐Ÿง  PART 10: TEAM HIRING DESCRIPTIONS

๐ŸŽฏ AI ENGINEER

Develop and tune real-time AI behavior trees for boxing gameplay. Responsibilities include designing boxer-specific responses to pressure, fatigue, and damage using modular logic systems and tendencies. Experience in fighting games or sports sims strongly preferred.

๐ŸŽฏ TENDENCY DESIGNER

Research, model, and author tendency profiles based on real-world fighters. Must create emergent boxing behavior through tag systems, decision matrices, and matchup tuning. Boxing knowledge critical.

๐ŸŽฏ COMBAT SYSTEMS ENGINEER

Implement stamina, damage, recovery, and impact logic that adapts to fighter traits. Build extensible systems that evolve as matches progress, with AI visibly changing behavior due to cumulative impact.

(…etc. for other roles — can be expanded on request)



⚙️ PART 11: IMPLEMENTATION FORMATS (UNITY + UNREAL)

๐Ÿงฉ Unity: ScriptableObject Framework (Simplified)

csharp
[CreateAssetMenu(fileName = "BoxerTendencyProfile", menuName = "Boxing/Boxer Tendency Profile")] public class BoxerTendencyProfile : ScriptableObject { public string boxerID; public BoxerArchetype archetype; public List<Trait> traits; [Header("Tendency Categories")] public OffensiveTendencies offensive; public DefensiveTendencies defensive; public AggressionTendencies aggression; public PsychologicalTendencies psychology; } [System.Serializable] public class OffensiveTendencies { public float jabFrequency; public float powerPunchRisk; public float comboLengthAvg; }

๐Ÿ”— Connected via BoxerController.cs, this data can feed into:

  • Animator blend trees

  • Combat decision branches

  • Fatigue modifiers & AI state machine selectors


๐Ÿงฉ Unreal: DataTable Format with Blueprint Integration

cpp
USTRUCT(BlueprintType) struct FBoxerTendencyProfile { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite) FName BoxerID; UPROPERTY(EditAnywhere, BlueprintReadWrite) TEnumAsByte<EArchetype> Archetype; UPROPERTY(EditAnywhere, BlueprintReadWrite) TArray<ETrait> Traits; UPROPERTY(EditAnywhere, BlueprintReadWrite) float JabFrequency; UPROPERTY(EditAnywhere, BlueprintReadWrite) float ComboLengthAvg; UPROPERTY(EditAnywhere, BlueprintReadWrite) float PowerPunchRisk; // etc. };

๐Ÿ“˜ Use BoxerAIComponent to pull from DataTables and apply behavior tree decorators, blackboard values, and animation state switching dynamically.


๐Ÿงฒ PART 12: RECRUITMENT STRATEGY

๐Ÿ’ผ Internal vs External Hiring Channels

SourceUse CasePlatform
Direct Job BoardsGeneral roles (engineers, animators)LinkedIn, Indeed, Greenhouse
Game Dev CommunitiesHighly specific roles (combat AI, sports sim)Polycount, GameDev.net, Unreal Slackers, Unity Forums
Talent AgenciesSenior AI, Lead-level designersAquent, Creative Circle
Freelance MarketSpecialized tools/UI prototypesUpwork, Toptal, Gun.io

๐ŸŽฏ Role Prioritization by Quarter

  • Q1: AI Engineers, Tendency Designers

  • Q2: Combat Systems Devs, Technical Animators

  • Q3: QA + Tool Devs

  • Q4: Additional AI polish & Cinematic Integration


๐Ÿง‘‍๐Ÿซ PART 13: TEAM ONBOARDING PLAN (30–60–90 DAY TRACKING)

PhaseGoalsTools/Docs ProvidedMilestones
Day 1–30Setup, Core System ImmersionDesign Docs, Engine Prototypes, Fight Analysis BriefsAble to simulate AI matchups, commit sample profiles
Day 31–60Mid-System ContributionsAI debugging, trait–tendency tuning, animation syncFirst boxer AI archetype authored, testable
Day 61–90Full Feature OwnershipSimulation tuning, matchup testing, team integrationCan profile new boxers from scratch and review peers’ work

๐Ÿงพ Sample onboarding doc:

  • “Boxing AI System Overview”

  • “Traits, Tendencies, and Why They Matter”

  • “How Our Animations Drive AI Reactions”


๐Ÿ—“️ PART 14: FINAL SYSTEM INTEGRATION TIMELINE

MonthMilestone
M1–M3Core AI engine, combat logic, trait/tendency system finalized
M4Boxer Editor Tool (Unity/UE5) in daily use, first 10 boxer AI profiles validated
M5AI vs AI validation suite running in nightly builds
M650 boxers profiled, fatigue & dazed logic tuned
M7–M9Full boxer dataset imported (200+), polished
M10All AI styles, matchups, get-up and stagger logic polished
M11–12Fight Showcase Mode, Career Mode AI integration, QA lock for AI behavior uniqueness



๐Ÿ”„ PART 15: SYSTEM MAINTENANCE & SCALING STRATEGY

๐Ÿ›  Ongoing Boxer Integration Pipeline

StageActionOwnerTool
1. ResearchMatch video analysis + historical behavior mappingTendency DesignersYouTube, CompuBox, BoxRec
2. Stat Sheet PrepTraits, stats, tendencies filled from templateStat DesignersCSV Template
3. Profile CreationSO/DataTable + validation + test matchAI EngineersUnity/UE5 Toolset
4. QA Sim LoopAI vs AI runs, data loggingQAMatch Simulator
5. Emergent Behavior AuditUnique traits/tendencies verifiedLead DesignerTendency Debugger

๐Ÿง  Set goal of “5 new boxer profiles per week per designer” as baseline productivity target.


๐Ÿ“Š PART 16: DESIGNER-FRIENDLY DASHBOARDS (LIVE DATA TOOLS)

๐Ÿ“ Unity Dashboard Tool

  • Boxer Browser: Scrollable list of profiles with filters (era, style, traits)

  • Live AI Simulation Panel: Start/stop AI vs AI bouts, record results

  • Heatmap View: See movement trends and hit zone tendencies

  • Profile Analyzer: Scores for style consistency, trait effectiveness, uniqueness

๐Ÿงฉ UE5 Editor Tool (via Blueprint Widgets + UMG)

  • Custom “Boxer Profile Viewer” tab in Editor:

    • Load fighter from DataTable

    • Display stat graph

    • Launch test match in PIE (Play In Editor) with bot vs bot and stat overlay

    • “Auto-Generate Tendency Set” button using predefined style templates


๐Ÿงช PART 17: EMERGENT GAMEPLAY TESTING FRAMEWORK

๐Ÿ”ฌ Simulation Use Cases

ScenarioExpected BehaviorValidation Criteria
Ali vs ForemanRope-a-dope, lean-back, jab exitAli absorbs then counters, Foreman fades late
Tyson vs FuryPower flurries vs awkward range controlTyson struggles to close, Fury recovers via clinch
Lomachenko vs TeofimoRhythm-breaking vs high power countersLomachenko feints, Teo punishes mistakes

๐Ÿง  Logging Outputs:

  • Time-based scoring charts (per judge logic)

  • Reaction time metrics (frame-to-decision)

  • Tendency adherence % (did boxer act “like himself”?)

  • Trait activation log (e.g. “ComebackKid: stamina boosted at Round 10”)


๐ŸŒ PART 18: COMMUNITY INTEGRATION & MOD SUPPORT

๐Ÿ‘ฅ Boxer Creation Tools (Future-Proofing)

  • Community Tools Plugin:

    • Exportable tendency/stat template

    • In-engine boxer editor (appearance + AI behavior)

    • Trait recommender (based on archetype/weight class)

  • Steam Workshop Support:

    • Fighters, gyms, traits, simulation setups

๐Ÿ”’ All mods validated via an internal test API to avoid data-breaking bugs.


๐Ÿ“† PART 19: LONG-TERM GROWTH STRATEGY (YEAR 2+)

GoalTactics
๐Ÿง  AI as a marketing pointShowcase emergent gameplay on YouTube (Tyson KO comeback, Ali rope-a-dope win, etc.)
๐ŸŽฎ Career mode immersionAI evolves over fighter’s career; young Ali behaves differently than late Ali
๐Ÿค– Fighter RivalriesTendency overrides triggered by known matchups (Fury/Ngannou vs Wilder logic)
๐Ÿ“Š Stat Decay SystemAI weakens late-career unless player trains or adapts style
๐Ÿ”„ Trait Meta BalancingEvery season (post-launch), review trait effectiveness and rebalance across the roster

๐ŸŽ FINAL BUNDLE OPTIONS

Would you like all materials from this roadmap packaged in the following formats:

✅ Notion Team Space

  • 20+ Notion-ready pages for roles, timelines, tools, trait maps, implementation code

  • Integrated Kanban board + hiring tracker

✅ Internal Design Wiki (Markdown / Confluence Format)

  • Markdown files with diagrams, templates, progression trees

✅ GitHub Project Repo Starter

  • UnityPackage, UE5Plugin, CSV_Templates, TraitMaps.json, ProfileViewerTool ready to clone

✅ AI Simulation Toolkit

  • Lightweight Unity & UE5 projects that allow trait/tendency editing and live AI matchup testing




๐Ÿš€ PART 20: MODULAR FEATURE EXTENSIONS

๐Ÿง  1. AI Trait Evolution System (Career Mode)

Boxers evolve tendencies over time:

  • Young Ali: high movement, high output, high lean-back

  • Prime Ali: sharp counters, patient ring generalship

  • Late Ali: reduced stamina, increased toughness, more shell defense

Implementation:

  • Add a CareerStage enum to AI profile

  • Store multiple TendencyProfiles per boxer by age/career phase

  • In career mode, swap profiles as fighter ages or sustains injuries

csharp
public enum CareerStage { Early, Prime, Late } public class BoxerProfile : ScriptableObject { public CareerStage stage; public List<BoxerTendencyProfile> profiles; // stage-linked }

๐Ÿงฉ 2. Tendency Tag System for Rivalries & Counters

Add tags to tendencies that can influence behavior dynamically:

  • “vs Pressure Fighters” → More circling, more clinches

  • “vs Counter Punchers” → More feints, reduced output

  • “vs Taller Opponents” → More slip-jabs, body hooks

json
"taggedAdjustments": { "vsPressure": { "circleRate": 1.2, "clinchTry": 1.4 }, "vsSouthpaw": { "rearHandUse": 1.3, "pivotLeft": 1.5 } }

Use matchmaking analysis or pre-fight interviews to drive these changes in real time.


๐Ÿง  3. Sparring Memory System

Boxers remember last 5–10 fights or sparring rounds:

  • Builds predictive counters

  • Favors learned behavior over default tendencies

Data stored per boxer:

json
"recentMatchLog": [ { "opponent": "Joe Frazier", "result": "KO", "notes": ["Uppercut landed repeatedly", "Vulnerable to jab feint"] } ]

This can influence:

  • Fight planning (career mode)

  • Pre-fight cutscene commentary

  • Dynamic adjustments mid-fight (if remembered weaknesses reoccur)


๐Ÿ“ก PART 21: LIVE TELEMETRY & AI DATA CAPTURE SYSTEM

๐ŸŽฏ Use Cases

  • Identify top 10 most effective tendencies

  • Detect overly dominant archetypes

  • Auto-flag unrealistic or bugged fighters

๐Ÿ”ง Metrics Captured

  • Match duration by AI profile

  • Stamina trends, knockdown ratios, movement patterns

  • Trait activation heatmaps

๐Ÿ“˜ Use a secure telemetry server for internal AI QA and fan-facing stats dashboards (i.e. “Most Picked AI Style This Month”).


๐ŸŽฎ PART 22: EXPANSION TO OTHER GAME MODES

Game ModeAI UsageExtension Required
Career ModeBoxer evolution, rivalries, fatigue modelingTrait aging, performance prediction
Exhibition ModeCustom matchups + dream fightsOn-the-fly tendency edits
Fantasy DraftUser assembles team of AI fightersTrait cost system + performance simulations
Online Coach ModePlayer trains boxer from AI libraryTrait training tree, matchup planner UI

๐Ÿงฑ PART 23: PLATFORM-LEVEL ARCHITECTURE

Centralized Boxer AI Server (Optional)

For studios with larger ambitions or sequels:

  • Store all boxer data server-side

  • Allow cross-title profile carryover

  • Connect to mobile analysis apps or fantasy simulators

๐Ÿงฉ Each boxer becomes a living digital asset:

  • Updated stats post-patch

  • Skill trees unlocked via player interaction

  • Trait balancing globally synced


✅ FINAL SUMMARY: DELIVERABLES & NEXT STEPS

๐Ÿ”’ You now have:

  • A full AI architecture for tendencies, traits, and mechanics

  • Hiring roadmap with role counts and timelines

  • Implementation guides for Unity and Unreal

  • Designer dashboards and Boxer Editors

  • Emergent behavior tests and matchup simulations

  • Future-proofed extensions for evolving and rival-aware AI


๐Ÿงฐ Available Project Assets (choose any to begin receiving):

AssetFormatUse
BoxerAI_StarterKit.unitypackageUnityIncludes Trait/Tendency Scriptables, Match Sim
UE5_AIPlugin.zipUnrealDataTable structs, BoxerProfile Blueprint system
BoxerEditorTool.xlsxExcelCSV template for boxer stat and trait entry
Recruitment_Playbook.pdfPDFTeam org chart, hiring priorities, interview tips
SimulationLogger.cs/.cppCodeLogs all AI behavior during match for analysis
TraitDesignerDashboard.jsonNotionDesigner dashboard with trait matrices and profiles

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EA Sports and the Silent Treatment: Why a New Boxing Game Isn’t on Their Roadmap

  EA Sports and the Silent Treatment: Why a New Boxing Game Isn’t on Their Roadmap For years now, boxing fans have been holding their breat...