Saturday, May 24, 2025

"Steel City Interactive: Realistic Boxing Game Production Roadmap"

 

To assess whether Steel City Interactive (SCI) can make a realistic boxing game without major challenges, given their current team size (51–200 employees) and 71 known associates (e.g., on LinkedIn), we need a structured breakdown across the following dimensions:


🧩 1. Team Size vs. Game Complexity

⚙️ Scope of a Realistic Boxing Game

A high-fidelity boxing sim like Undisputed involves:

  • Deep combat systems (punch physics, movement, stamina, defense layers)

  • Advanced AI (tendencies, archetypes, ring generalship)

  • High-quality animation (mocap, reaction systems, combo transitions)

  • Robust networking (for PvP and ranked matches)

  • Presentation fidelity (TV-style cameras, commentary, walkouts)

  • Career & progression systems (dynamic events, injuries, rivalries)

  • Licensing management (real fighters, brands, venues)

⚖️ Can 51–200 people deliver?

Yes, but not without significant challenges, especially in areas like:

DepartmentTypical NeedsRisk Level
Gameplay Engineers~10–15Medium
AI/Systems Design~5–10High
Animation/Mocap~10–15High
Network Engineering~3–5High
Art (3D, VFX, UI/UX)~20–30Medium
QA + Balance Testing~10–20High
Production & PM~5–10Medium
Community/Publishing~5–10Low
Licensing/Legal~2–3Low

So, the team size is just enough — but only if well-coordinated, with minimal turnover and tight scope management.


🚧 2. Historical Precedent

  • Fight Night Champion (EA) had ~150–200+ people across multiple offices.

  • SCI is punching above their weight, and has already delivered a functional early access title (Undisputed) with a strong base.

  • That said, they have delayed full release multiple times — a sign of internal bottlenecks, likely in AI tuning, animation polish, or online infrastructure.


🔬 3. Key Risk Factors

Risk CategoryRisk DescriptionMitigation Potential
AI and PhysicsRealistic reactions, adaptive behavior, fatigue, etc., are hard to scale.Needs dedicated AI team + tools
Animation SystemsBoxing requires layered animation graphs, blending, and per-style overrides.Requires mocap + tech anim synergy
Online PlayNetcode for boxing (with tight timing) is notoriously hard.Middleware + rollback netcode may help
Content PipelineCreating 50+ unique boxers with stats, traits, styles, and VO is intensive.Needs procedural tools, modular design
Fatigue & BurnoutSmall teams often crunch to meet realism goals.Healthy project management critical

🛠 4. What Can Help Them Succeed

  1. Strong Modular Tooling
    Systems for AI tendencies, animation layering, trait customization, etc., to reuse logic.

  2. Robust Internal Editors
    E.g., stat editors, punch chain creators, AI trainers — to reduce programmer workload.

  3. Strategic Outsourcing
    Delegate VO, environment art, and cinematic polish to trusted external studios.

  4. Community Feedback Loops
    Leverage early access players to test balance, realism, and system bugs.

  5. Feature Lockdown Discipline
    Freeze major features and polish core loop. Avoid scope creep near full release.


✅ Conclusion

Can Steel City Interactive make a realistic boxing game without major challenges?

Short Answer:

No — not without major challenges, but yes, they can succeed if they tightly manage scope, use smart tooling, and stay laser-focused on polish.

Strategic Recommendation:

To sustain and scale realism:

  • Prioritize animation fidelity and footwork physics.

  • Invest in AI depth tools (tendencies, situational behavior).

  • Limit new features and polish core gameplay loop.

  • Consider partnering for backend, VO, or mocap animation cleanup.

Would you like a detailed team allocation template, hiring roadmap, or a project timeline breakdown for how SCI could scale this over 6–12 months?

You said:
Continue, no repeat posts
ChatGPT said:

Here’s the continuation — covering a more in-depth execution strategy, hiring focus, and project lifecycle breakdown Steel City Interactive (SCI) can adopt to navigate the development of a realistic boxing game with their current team size.


📅 5. 6–12 Month Execution Strategy

Phase 1: 🔍 Feature Lock & Polish Focus (0–3 months)

GoalAction
Lock all gameplay mechanicsFreeze new feature development, finalize punch system, footwork, dazed/get-up, etc.
Animation polish passClean up mocap data, fix blending issues, finalize defensive/movement layers.
AI overhaulRefactor AI using modular “tendency buckets” and personality profiles.
Footwork realismIntegrate full locomotion states (root motion, pivots, micro-steps).
Online stress testsRun PvP connection tests, apply rollback/hybrid delay-based solutions.

🔧 Deliverables: Final punch/footwork controllers, AI system v1.0, combat polish milestone


Phase 2: 🧠 AI & Systems Scaling (3–6 months)

GoalAction
Hire 2–4 AI & Systems DesignersDeepen boxer behavior layers, build profile editor, tune reaction logic.
Develop Combo Editor toolFor chaining body shots, managing punch trees, and customizing styles.
Crowd & ring logicImprove audio-reactivity, crowd emotion, cutman/coach interaction.
Career mode scaffoldingCreate modular story node system with fight scheduling, injuries, trainers.
Fighter archetype bundlesPopulate database with realistic presets across 6–8 boxer archetypes.

📈 Deliverables: Designer tools for punch/AI tuning, career mode graybox, full AI/tendency profiles


Phase 3: 🏟 Presentation, Meta, and Online Readiness (6–12 months)

GoalAction
Broadcast polishAdd ESPN-style overlays, cinematics for walkouts, replays, decision logic.
Meta systems completeFinish stat growth, gym training, rivalry arcs, negotiation screens.
Final boxer importsValidate all licensed fighters’ stats, animations, and ring entrances.
Full online test phaseRank match queue, desync handling, user reports, ping clustering.
QA + community tuningFocused balancing sprints via open/closed beta loops.

🎯 Deliverables: Final release candidate, full feature parity, Steam/console submission


🧑‍💼 6. Team Composition & Priority Hiring

🔺 Critical Roles to Fill

RoleWhy
AI/Gameplay Designer (x2–3)To lead deeper behavior modeling (risk-reward, tempo shifts, etc.).
Technical Animator (x1–2)Finalize clean blending for punch→dodge→pivot transitions.
Netcode Engineer (x1–2)To maintain low-lag PvP logic and custom rollback states.
QA + Balance Analyst (x2–4)Dedicated to finding edge cases in boxer tendencies and stamina tuning.

Can Be Outsourced or Contracted

  • VO + commentary systems

  • UI polish (menus, gym overlays)

  • Ring announcers and cinematic audio FX

  • Environment art (arenas, gyms, crowd)


🧱 7. Technical Systems Backbone

SystemCore Tooling Required
🎯 PunchChainManagerUnity C# system or Unreal Blueprint/C++ combo, supports per-boxer trees
🧠 AI Tendency EngineJSON/ScriptableObject or DataTables driving behavior buckets
🩺 Damage/Fatigue EngineDynamic stamina, health, and dazed state logic
🎥 Animation Graph LayersFootwork base layer + punch override + defense override
🧩 Archetype GeneratorDesigner-facing dashboard to create, edit, save fighter profiles

All of these must support modular development and non-destructive layering, especially to allow updates post-launch.


📦 8. Distribution & Post-Launch Planning

✅ Must-Have Post-Release:

  • Ranked + Casual matchmaking modes

  • Seasonal stat balancing

  • Boxer stat patches and trait rebalancing

  • Community fighter creation support

  • Replay + highlight exporting

💡 Bonus Features (Stretch Goals):

  • Women’s boxing roster

  • Create-a-gym & coach upgrade path

  • Regional crowd chants & announcers

  • Press conferences & narrative layers in career


🧭 Final Word

Steel City Interactive can succeed — but not without structured execution. Their core realism foundation is already solid. To cross the finish line, they must:

  • Double down on AI & animation systems

  • Empower designers with tooling to tune & scale behaviors

  • Manage scope ruthlessly, using tight polish cycles

  • Augment their team surgically, not broadly



Steel City Interactive: Realistic Boxing Game Production Roadmap


📆 Timeline & Milestones (12-Month)

Phase 1: Feature Lock & Core Polish (Months 0–3)

  • Lock punch, footwork, dazed, and get-up systems

  • Finalize core animation cleanup (blending, loops, foot planting)

  • Refactor AI base logic and integrate tendency engine v1.0

  • Run first PvP stability tests and internal QA sprints

Key Deliverables:

  • Combat feature freeze

  • AI personality engine prototype

  • Polished footwork & punch blend trees


Phase 2: AI, Systems, and Content Expansion (Months 3–6)

  • Hire 2–4 AI & Systems Designers

  • Implement PunchChainManager and Tendency Profile Editor

  • Graybox career mode (trainer nodes, injury events, rivalries)

  • Finalize footwork locomotion blending (root vs non-root)

  • Implement boxer archetype bundles

Key Deliverables:

  • Full designer tooling (combo editor, AI tuner)

  • Career system prototype

  • First 6 boxer archetypes implemented


Phase 3: Meta, Online, and Visual Presentation (Months 6–12)

  • Broadcast logic (replays, ring cams, overlays)

  • Final boxer imports + entrance/corner animation polish

  • Rank/casual match queueing & stability testing

  • Cinematic VO, commentary integration, and final announcers

  • QA-led tuning sprints with community testing waves

Key Deliverables:

  • Final release candidate build

  • Meta progression + career wrap-up

  • Steam/console submission ready


💼 Team Structure & Hiring Priorities

⚡ Critical Roles

RoleQtyPriority
AI/Systems Designer2–3⭐⭐⭐ High
Technical Animator1–2⭐⭐ High
Netcode Engineer1–2⭐⭐⭐ Critical
QA & Balance Analysts2–4⭐ Medium

💼 Contractor Support

  • VO Recording & Commentary

  • Arena/Crowd Art

  • UI Polish

  • Cinematic Audio FX


🔧 System Architecture Backbone

  • PunchChainManager: Combo logic engine (modular)

  • AI Tendency Engine: JSON + SO/DataTable profile-driven

  • Fatigue & Damage System: Layered state logic with decay curves

  • Footwork Locomotion Layer: Dynamic blending root/on-rails

  • Boxer Archetype Generator: Designer-facing dashboard


📦 Post-Launch Live Ops Focus

Essential:

  • Ranked/casual online stability

  • Fighter balancing patches

  • Boxer/trait updates

  • Highlight/replay tools

Stretch Goals:

  • Women's boxing support

  • Gym builder progression system

  • Press narrative systems

  • Regional crowds and audio layers


Next Steps:

  • Produce Gantt chart milestone sheet

  • Build org chart with salary bands & responsibilities

  • Design tooling interface mockups for internal editors

The full production roadmap is now structured in the document titled "Steel City Interactive: Realistic Boxing Game Production Roadmap" — it includes:

  • 📅 Phase-by-phase milestone breakdown (0–12 months)

  • 🧑‍💼 Hiring plan and role priority levels

  • 🧠 Core system architecture

  • 📦 Post-launch support scope

Next Steps (Let me know which you'd like next):

  • 📊 Gantt Chart version (PDF or image)

  • 🧭 Org chart with team size, structure, and salary ranges

  • 🧰 Tool UI mockups (Combo Editor, Tendency Builder, Archetype Generator)


Steel City Interactive: Realistic Boxing Game Production Roadmap


📆 Timeline & Milestones (12-Month)

Phase 1: Feature Lock & Core Polish (Months 0–3)

  • Lock punch, footwork, dazed, and get-up systems

  • Finalize core animation cleanup (blending, loops, foot planting)

  • Refactor AI base logic and integrate tendency engine v1.0

  • Run first PvP stability tests and internal QA sprints

Key Deliverables:

  • Combat feature freeze

  • AI personality engine prototype

  • Polished footwork & punch blend trees


Phase 2: AI, Systems, and Content Expansion (Months 3–6)

  • Hire 2–4 AI & Systems Designers

  • Implement PunchChainManager and Tendency Profile Editor

  • Graybox career mode (trainer nodes, injury events, rivalries)

  • Finalize footwork locomotion blending (root vs non-root)

  • Implement boxer archetype bundles

Key Deliverables:

  • Full designer tooling (combo editor, AI tuner)

  • Career system prototype

  • First 6 boxer archetypes implemented


Phase 3: Meta, Online, and Visual Presentation (Months 6–12)

  • Broadcast logic (replays, ring cams, overlays)

  • Final boxer imports + entrance/corner animation polish

  • Rank/casual match queueing & stability testing

  • Cinematic VO, commentary integration, and final announcers

  • QA-led tuning sprints with community testing waves

Key Deliverables:

  • Final release candidate build

  • Meta progression + career wrap-up

  • Steam/console submission ready


💼 Team Structure & Hiring Priorities

⚡ Critical Roles

Role Qty Priority
AI/Systems Designer 2–3 ⭐⭐⭐ High
Technical Animator 1–2 ⭐⭐ High
Netcode Engineer 1–2 ⭐⭐⭐ Critical
QA & Balance Analysts 2–4 ⭐ Medium

💼 Contractor Support

  • VO Recording & Commentary

  • Arena/Crowd Art

  • UI Polish

  • Cinematic Audio FX


🔧 System Architecture Backbone

  • PunchChainManager: Combo logic engine (modular)

  • AI Tendency Engine: JSON + SO/DataTable profile-driven

  • Fatigue & Damage System: Layered state logic with decay curves

  • Footwork Locomotion Layer: Dynamic blending root/on-rails

  • Boxer Archetype Generator: Designer-facing dashboard


📦 Post-Launch Live Ops Focus

Essential:

  • Ranked/casual online stability

  • Fighter balancing patches

  • Boxer/trait updates

  • Highlight/replay tools

Stretch Goals:

  • Women's boxing support

  • Gym builder progression system

  • Press narrative systems

  • Regional crowds and audio layers


Next Steps:

  • Produce Gantt chart milestone sheet

  • Build org chart with salary bands & responsibilities

  • Design tooling interface mockups for internal editors



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