Essential Hires for a Realistic Boxing Video Game (Steel City Interactive or Any Studio)
These are the roles you cannot skip if you want a true sim boxing game. Anything outside this list risks bloating the budget without adding core realism.
Leadership & Direction (3 total)
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Game Director (Sports/Combat Specialist) – 1 person – Oversees vision and realism.
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Creative Director (Boxing Focus) – 1 person – Protects authenticity across all systems.
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Technical Director – 1 person – Guides technical choices, performance, and pipelines.
Boxing Authenticity & AI (4 total)
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Tendencies, Capabilities, Traits & Attributes Designer – 1 person – Builds the style/personality database for every boxer.
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AI & Tendency Engineer (Boxing AI) – 1 person – Implements adaptive fight styles.
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Professional Boxing Consultant – 1 person – Retired pro or elite trainer for realism checks.
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Boxing Historian / Stats Analyst – 1 person – Ensures era-accurate tendencies and rosters.
Core Gameplay Development (5 total)
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Lead Gameplay Programmer (Combat Systems) – 1 person – Implements punches, movement, stamina, and damage.
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Physics Programmer – 1 person – Handles glove impact, hit reactions, and falls.
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Animation Programmer (Combat) – 1 person – Integrates mocap with responsive controls.
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Fight Systems Designer – 1 person – Balances stamina, damage, clinching, and vulnerabilities.
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Procedural Animation Engineer – 1 person – Handles fatigue posture, weight shifts, and dynamic foot planting.
Animation & Mocap (3 total)
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Lead Animator (Boxing Specialist) – 1 person – Oversees punch, defense, and footwork animations.
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Mocap Director – 1 person – Directs real boxers in mocap sessions.
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Mocap Cleanup Artist – 1 person – Prepares animation data for gameplay.
Presentation & Broadcast (3 total)
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Presentation Director – 1 person – Oversees cameras, commentary flow, and fight-night atmosphere.
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UI/UX Designer (Sports Focus) – 1 person – Builds fight HUD, menus, and career mode interfaces.
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Commentary Writer / Audio Director – 1 person – Creates dynamic, context-aware commentary.
Testing & Stability (2 total)
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QA Lead (Sports Focus) – 1 person – Oversees testing for realism and stability.
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Network Engineer – 1 person – Ensures stable online play and lag compensation.
Essential Team Size
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Minimum for a true sim: 20 key hires
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SCI currently has: 3–4 of these roles (Game Director, QA Lead, some Audio/Narrative staff)
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Critical Missing Roles: All AI authenticity hires, combat programmers, mocap specialists, and presentation leadership.
Why Cut the Fat
Roles like extra marketing assistants, multiple environment artists, or oversized narrative teams can come later — after the core boxing experience works. The above list ensures that the mechanics, authenticity, and presentation are locked in first, which is what sells a simulation boxing game to both hardcore and casual fans.
Phase 1 – Build the Realism Core (First 3–4 Months)
Goal: Establish the vision, secure authenticity, and start AI/boxing systems early.
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Game Director (Sports/Combat Specialist) – If not already in place.
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Creative Director (Boxing Focus) – Protects boxing authenticity from day one.
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Tendencies, Capabilities, Traits & Attributes Designer – Builds the style/personality database; critical for AI realism.
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AI & Tendency Engineer (Boxing AI) – Starts coding adaptive fight styles early.
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Professional Boxing Consultant – Guides realism in all decisions.
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Boxing Historian / Stats Analyst – Feeds historical data into boxer templates.
By the end of Phase 1, you have the boxing brain trust and AI foundation locked in, so the rest of development builds on a realistic core.
Phase 2 – Core Gameplay Systems (Months 4–8)
Goal: Make the fighting itself feel authentic before adding presentation polish.
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Lead Gameplay Programmer (Combat Systems) – Implements punches, movement, stamina, and damage logic.
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Physics Programmer – Starts work on glove impact, knockdowns, and body physics.
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Animation Programmer (Combat) – Bridges mocap with gameplay systems.
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Fight Systems Designer – Balances mechanics like clinching, damage, and fatigue.
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Procedural Animation Engineer – Adds weight shifts, foot planting, and fatigue posture.
By the end of Phase 2, you should have a playable prototype with realistic boxer movement, punches, stamina, and basic AI.
Phase 3 – Animation & Mocap Integration (Months 6–10)
Goal: Replace placeholders with real boxing animations.
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Lead Animator (Boxing Specialist) – Directs the animation style.
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Mocap Director – Oversees shoots with real boxers.
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Mocap Cleanup Artist – Cleans data for integration.
By the end of Phase 3, the game looks and moves like boxing, not a generic brawler.
Phase 4 – Presentation & Fight-Night Atmosphere (Months 8–12)
Goal: Make the game feel like televised boxing.
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Presentation Director – Creates authentic camera work and arena atmosphere.
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UI/UX Designer (Sports Focus) – Builds the fight HUD and menus.
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Commentary Writer / Audio Director – Starts scripting context-aware commentary.
By the end of Phase 4, the game has a broadcast-level presentation layer to sell the realism.
Phase 5 – Testing & Online Stability (Ongoing from Month 10 onward)
Goal: Ensure the experience holds up in solo and online play.
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QA Lead (Sports Focus) – Oversees ongoing testing for realism and bugs.
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Network Engineer – Builds lag compensation and stable matchmaking.
Hiring Priority Rule
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Early hires = Direct impact on authenticity and mechanics.
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Mid hires = Animation and presentation once the core works.
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Late hires = Stability and polish roles for final refinement.
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