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.
๐ 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.
๐ฉ 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. |
๐ง 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
๐งฉ Example Team Distribution Chart
Department | Count | Key Deliverables |
---|---|---|
๐ง AI/Gameplay Mechanics | 15 | Tendencies, dazed/get-up logic, footwork AI, style logic |
๐จ Animation & Mocap | 5 | Anim sets per style, hurt reactions, footwork variations |
๐ Tools/Pipeline | 2 | Stat editors, tendency dashboards, fighter profile builder |
๐งช AI Testing/QA | 2 | Match AI vs. AI + player testing, behavior bug reports |
๐งพ Boxer Data Entry & Config | 2 | Populate 200+ profiles, tune traits, assign styles |
๐ญ Narrative/Style System | 1–2 | Voice line linking, commentator reactions, trainer cues |
๐ฏ 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.
๐ง 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.
๐งฎ 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. |
๐ Total: 20–35 new hires, with emphasis on AI, Systems Design, Technical Animation, and Data-Driven Boxing Knowledge.
๐งฉ 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. |
๐ 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. |
๐ 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.
๐ง PART 1: HIRING PLAYBOOK
๐งฑ Role Matrix – AI & Mechanics Focused Team
Role | Count | Core Skills | Priority | Notes |
---|---|---|---|---|
Gameplay AI Engineer | 5–7 | State machines, behavior trees, boxing logic, adaptive AI | ๐ฅ High | Must understand real-time combat decision making. |
Combat Systems Engineer | 2–3 | Punch logic, stamina systems, get-up states, recovery | ๐ฅ High | Ideally has fighting game or sports sim experience. |
Tendency & Trait Designer | 4–6 | Game design, psychology, boxing knowledge, data tagging | ๐ง Medium | Needs to think like a matchmaker and a boxer. |
Technical Animator | 2–3 | Animator controller logic, blend trees, hit reactions | ๐ง Medium | Integrates physical response with AI triggers. |
AI QA Analyst | 2–3 | Edge case discovery, AI matchup testing, telemetry | ๐จ Low | Validates emergent behavior and regression issues. |
Tool Developer | 1–2 | Unity/UE Editor tooling, runtime AI visualization | ๐ฉ Support | Builds designer/editor-friendly AI dashboards. |
Narrative/Fight Presentation Designer | 1–2 | Commentary triggers, rivalry scripting, emotion logic | ๐ฉ Support | Connects AI to crowd/coaches/referees dynamically. |
๐ฅ PART 2: ORG CHART MOCKUP (AI + MECHANICS)
๐ PART 3: TASK BREAKDOWN (PER ROLE)
✅ AI Engineers
-
Build real-time behavior systems based on:
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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:
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Boxer fatigue
-
Momentum shifts
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Defensive posture on hit
-
-
Create systems for:
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Stagger logic
-
Get-up mini-game types
-
Stumble zones (linked with hit zones)
-
✅ Tendency Designers
-
Build a tagging matrix linking:
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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:
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AI-controlled idle motion
-
Dazed states
-
Ring movement by style (e.g., pivot-heavy, pressure-footwork)
-
-
Sync animation with AI decisions
✅ Tool Developer
-
Create:
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Boxer profile editor (with trait & tendency assignment)
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AI telemetry dashboard
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Animation + state sync tool
-
✅ QA/AI Analyst
-
Build AI stress-test library
-
Validate styles function across:
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Fatigue conditions
-
Match contexts (early, late, round-ending)
-
Matchups (orthodox vs southpaw, etc.)
-
๐️ PART 4: 12-MONTH INTEGRATION ROADMAP
๐ 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)
-
๐ 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
-
๐ 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
-
๐ 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
๐ 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.
๐งฉ Epics (Top-Level Features)
Epic ID | Name | Description |
---|---|---|
AI-001 | Tendency-Based AI Framework | Core decision tree / BT logic for boxer personality and style expression. |
AI-002 | Trait Stack & Impact Systems | Trait logic that dynamically affects combat performance, reaction, and endurance. |
AI-003 | Boxer Profile Pipeline | Tools and pipeline to create, edit, validate boxer AI behavior and stats. |
AI-004 | Dazed, Stagger, Recovery Logic | Integration of realistic injury/stun states and get-up minigames. |
AI-005 | Boxer Archetype System | Framework and visuals for classifying boxer styles, behavior templates, and exceptions. |
AI-006 | AI QA Suite & Match Simulator | Automated testing for AI matchups and boxer profiles, including emergent behavior logging. |
๐️ PART 6: JSON/CSV TEMPLATES FOR BOXER DATA
๐ง Boxer_Tendencies.json
๐ Boxer_Stats.csv
๐ PART 7: TOOLING UI WIREFRAMES (UNITY + UNREAL)
๐️ 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.”)
-
-
๐ 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
-
๐งฐ 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)
๐ PART 8: TRAIT–TENDENCY–ARCHETYPE MAPPING TABLE (SAMPLE)
Archetype | Common Traits | Tendency Emphasis | Notes |
---|---|---|---|
Swarmer | Relentless, StaminaTank, IronChin | High aggression, close-range exchanges, body-focused combos | Custom AI stamina drain logic needed. |
Outboxer | FootworkMaestro, JabArtist, CounterSpecialist | Jab volume, movement, lean-back defense | AI avoids corners, favors jab→retreat chains. |
Brawler | KOHunter, RiskTaker, ThickSkinned | Power over precision, wide hooks, low guard rates | Needs extra animations for reckless hurt states. |
Counterpuncher | Patient, HighRingIQ, TrapSetter | Low aggression, reactive defense, baiting | Get-up behavior adjusted for survival focus. |
๐งช PART 9: AI PLAYTEST VALIDATION SHEET (GOOGLE SHEET STRUCTURE)
Matchup | Boxer A | Boxer B | Key Traits | Key Tendencies | Behavior Observed | Issue? | Notes |
---|---|---|---|---|---|---|---|
Test-01 | Ali | Frazier | FootworkMaestro vs PressureMonster | DistanceControl vs InsideFighter | Ali jabbed and pivoted, Frazier trapped corners | ❌ | Frazier trapped too easily |
Test-02 | Tyson | Foreman | IronChin + KOHunter | MidRangePower vs CounterTrap | Tyson flurried early, Foreman stunned him | ✅ | Correct behavior |
Test-03 | Lomachenko | Haney | HighIQ vs FootworkMaestro | RhythmDisruption vs JabVolume | Lomachenko broke rhythm mid-round 2 | ✅ | Smooth transitions, effective |
๐ง PART 10: TEAM HIRING DESCRIPTIONS
๐ฏ 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.
๐ฏ 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.
๐ฏ 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)
๐งฉ Unity: ScriptableObject Framework (Simplified)
๐ Connected via BoxerController.cs
, this data can feed into:
-
Animator blend trees
-
Combat decision branches
-
Fatigue modifiers & AI state machine selectors
๐งฉ Unreal: DataTable Format with Blueprint Integration
๐ Use BoxerAIComponent
to pull from DataTables and apply behavior tree decorators, blackboard values, and animation state switching dynamically.
๐งฒ PART 12: RECRUITMENT STRATEGY
๐ผ Internal vs External Hiring Channels
Source | Use Case | Platform |
---|---|---|
Direct Job Boards | General roles (engineers, animators) | LinkedIn, Indeed, Greenhouse |
Game Dev Communities | Highly specific roles (combat AI, sports sim) | Polycount, GameDev.net, Unreal Slackers, Unity Forums |
Talent Agencies | Senior AI, Lead-level designers | Aquent, Creative Circle |
Freelance Market | Specialized tools/UI prototypes | Upwork, Toptal, Gun.io |
๐ฏ 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
๐ง๐ซ PART 13: TEAM ONBOARDING PLAN (30–60–90 DAY TRACKING)
Phase | Goals | Tools/Docs Provided | Milestones |
---|---|---|---|
Day 1–30 | Setup, Core System Immersion | Design Docs, Engine Prototypes, Fight Analysis Briefs | Able to simulate AI matchups, commit sample profiles |
Day 31–60 | Mid-System Contributions | AI debugging, trait–tendency tuning, animation sync | First boxer AI archetype authored, testable |
Day 61–90 | Full Feature Ownership | Simulation tuning, matchup testing, team integration | Can profile new boxers from scratch and review peers’ work |
๐งพ Sample onboarding doc:
-
“Boxing AI System Overview”
-
“Traits, Tendencies, and Why They Matter”
-
“How Our Animations Drive AI Reactions”
๐️ PART 14: FINAL SYSTEM INTEGRATION TIMELINE
Month | Milestone |
---|---|
M1–M3 | Core AI engine, combat logic, trait/tendency system finalized |
M4 | Boxer Editor Tool (Unity/UE5) in daily use, first 10 boxer AI profiles validated |
M5 | AI vs AI validation suite running in nightly builds |
M6 | 50 boxers profiled, fatigue & dazed logic tuned |
M7–M9 | Full boxer dataset imported (200+), polished |
M10 | All AI styles, matchups, get-up and stagger logic polished |
M11–12 | Fight Showcase Mode, Career Mode AI integration, QA lock for AI behavior uniqueness |
๐ PART 15: SYSTEM MAINTENANCE & SCALING STRATEGY
๐ Ongoing Boxer Integration Pipeline
Stage | Action | Owner | Tool |
---|---|---|---|
1. Research | Match video analysis + historical behavior mapping | Tendency Designers | YouTube, CompuBox, BoxRec |
2. Stat Sheet Prep | Traits, stats, tendencies filled from template | Stat Designers | CSV Template |
3. Profile Creation | SO/DataTable + validation + test match | AI Engineers | Unity/UE5 Toolset |
4. QA Sim Loop | AI vs AI runs, data logging | QA | Match Simulator |
5. Emergent Behavior Audit | Unique traits/tendencies verified | Lead Designer | Tendency Debugger |
๐ง Set goal of “5 new boxer profiles per week per designer” as baseline productivity target.
๐ PART 16: DESIGNER-FRIENDLY DASHBOARDS (LIVE DATA TOOLS)
๐ 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
๐งฉ 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
-
๐งช PART 17: EMERGENT GAMEPLAY TESTING FRAMEWORK
๐ฌ Simulation Use Cases
Scenario | Expected Behavior | Validation Criteria |
---|---|---|
Ali vs Foreman | Rope-a-dope, lean-back, jab exit | Ali absorbs then counters, Foreman fades late |
Tyson vs Fury | Power flurries vs awkward range control | Tyson struggles to close, Fury recovers via clinch |
Lomachenko vs Teofimo | Rhythm-breaking vs high power counters | Lomachenko feints, Teo punishes mistakes |
๐ง 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”)
๐ PART 18: COMMUNITY INTEGRATION & MOD SUPPORT
๐ฅ 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
-
๐ All mods validated via an internal test API to avoid data-breaking bugs.
๐ PART 19: LONG-TERM GROWTH STRATEGY (YEAR 2+)
Goal | Tactics |
---|---|
๐ง AI as a marketing point | Showcase emergent gameplay on YouTube (Tyson KO comeback, Ali rope-a-dope win, etc.) |
๐ฎ Career mode immersion | AI evolves over fighter’s career; young Ali behaves differently than late Ali |
๐ค Fighter Rivalries | Tendency overrides triggered by known matchups (Fury/Ngannou vs Wilder logic) |
๐ Stat Decay System | AI weakens late-career unless player trains or adapts style |
๐ Trait Meta Balancing | Every season (post-launch), review trait effectiveness and rebalance across the roster |
๐ 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
๐ PART 20: MODULAR FEATURE EXTENSIONS
๐ง 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
๐งฉ 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
Use matchmaking analysis or pre-fight interviews to drive these changes in real time.
๐ง 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:
This can influence:
-
Fight planning (career mode)
-
Pre-fight cutscene commentary
-
Dynamic adjustments mid-fight (if remembered weaknesses reoccur)
๐ก PART 21: LIVE TELEMETRY & AI DATA CAPTURE SYSTEM
๐ฏ Use Cases
-
Identify top 10 most effective tendencies
-
Detect overly dominant archetypes
-
Auto-flag unrealistic or bugged fighters
๐ง Metrics Captured
-
Match duration by AI profile
-
Stamina trends, knockdown ratios, movement patterns
-
Trait activation heatmaps
๐ Use a secure telemetry server for internal AI QA and fan-facing stats dashboards (i.e. “Most Picked AI Style This Month”).
๐ฎ PART 22: EXPANSION TO OTHER GAME MODES
Game Mode | AI Usage | Extension Required |
---|---|---|
Career Mode | Boxer evolution, rivalries, fatigue modeling | Trait aging, performance prediction |
Exhibition Mode | Custom matchups + dream fights | On-the-fly tendency edits |
Fantasy Draft | User assembles team of AI fighters | Trait cost system + performance simulations |
Online Coach Mode | Player trains boxer from AI library | Trait training tree, matchup planner UI |
๐งฑ 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
๐งฉ 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
๐ 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
๐งฐ Available Project Assets (choose any to begin receiving):
Asset | Format | Use |
---|---|---|
BoxerAI_StarterKit.unitypackage | Unity | Includes Trait/Tendency Scriptables, Match Sim |
UE5_AIPlugin.zip | Unreal | DataTable structs, BoxerProfile Blueprint system |
BoxerEditorTool.xlsx | Excel | CSV template for boxer stat and trait entry |
Recruitment_Playbook.pdf | Team org chart, hiring priorities, interview tips | |
SimulationLogger.cs/.cpp | Code | Logs all AI behavior during match for analysis |
TraitDesignerDashboard.json | Notion | Designer dashboard with trait matrices and profiles |
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