Friday, January 30, 2026

A Call to Action to Steel City Interactive’s Designer(s)

 

A Call to Action to Steel City Interactive’s Designer(s)

Image


This is not an attack.

This is not hate.
This is not “fans telling developers how to do their jobs.”

This is a call to action—because the window to get the next boxing game right is shrinking.

Stop designing in a vacuum

Boxing is not a generic sport, and boxing fans are not interchangeable with other sports audiences. Designing systems based on assumptions, internal consensus, or loud online subsets has already shown its limits.

The community has done something rare: it organized its expectations, criticisms, and ideas into a coherent, system-focused framework. Ignoring that doesn’t protect creative control—it increases risk.

Use The Boxing Blueprint/Wishlist as a diagnostic tool

No one is asking you to copy it feature for feature. The ask is simpler and more professional:

  • Use it to pressure-test design decisions

  • Use it to spot missing systems early

  • Use it to understand why certain frustrations keep repeating

  • Use it to separate short-term noise from long-term value

This is what good designers do. They seek friction before the market creates it for them.

Boxing games live or die on depth, not hype

Flashy trailers, licenses, and surface-level realism won’t carry a sequel. Boxing fans stay when:

  • AI behaves like real boxers, not puppets

  • Career modes feel authored, not procedural

  • Presentation respects the sport’s culture and history

  • Offline play feels complete, not secondary

These are not “wishlist fantasies.” They are retention pillars.

The community you’re overlooking is the one that stays

Casual players may sample. Competitive players may stream.
But long-term boxing fans:

  • Buy full-price

  • Play offline for years

  • Evangelize when trust is earned

  • Abandon franchises when they feel dismissed

Designing without them is how franchises stall.

This is about credibility, not control

Engaging with structured community work does not weaken authority. It strengthens it. Studios that last:

  • Listen without posturing

  • Filter without ego

  • Adapt without overcorrecting

If your design vision is strong, it will survive scrutiny. If it isn’t, it’s better to know now.

To designers like Jason Darby and others at SCI

You don’t need to win arguments online.
You don’t need to promise the world.
You don’t need to defend the past forever.

What you do need is alignment—between:

  • The sport

  • The systems

  • The audience

  • The future of the franchise

The Boxing Blueprint/Wishlist exists because people still care enough to do the work for free.

That won’t last forever.

The bottom line

This is the moment where you either:

  • Build the foundation for a respected, long-running boxing series

  • Or repeat the cycle of excuses, patches, and lost trust

The community has handed you a map.
You don’t have to follow every road—but pretending the map doesn’t exist is the real mistake.

Use it. Engage with it. Challenge it.
That’s how better games get made.

Thursday, January 29, 2026

Who Should Playtest a Realistic Boxing Videogame and Why Competitive Gamers Are Not the Starting Point

 

Who Should Playtest a Realistic Boxing Videogame and Why Competitive Gamers Are Not the Starting Point

A realistic boxing videogame cannot be playtested by a single group. Boxing is a sport built on consequence, fatigue, positioning, psychology, and long term decision making. Because of that, playtesting must be layered and intentional. Who tests first defines what the game becomes.

The Core Principle

Competitive gamers should absolutely be involved in playtesting.
They just should not be the first, primary, or loudest voices when realism is the goal.

That is not disrespect. That is role clarity.

What Different Playtesters Optimize For

Competitive gamers optimize for winning, efficiency, frame advantage, input speed, and dominant strategies.

Realistic boxing optimizes for risk versus reward, punishment for mistakes, fatigue, recovery, positioning, timing, and style identity.

Those priorities overlap in some areas, but they are not the same. When competitive priorities lead early development, realism erodes quickly.

Who Should Playtest First and Why

Boxers, amateur and professional
They immediately recognize fake movement, unrealistic pacing, unsafe punch recovery, and incorrect distance. They feel when footwork, balance, and fatigue are wrong.

Trainers, coaches, and cornermen
They understand boxing as a system. They test whether styles make sense over rounds, whether adjustments matter, and whether pacing and strategy evolve naturally.

Boxing historians and analysts
They ensure that styles, eras, and legendary fighters do not collapse into reskinned templates. Boxing realism is also historical realism.

Simulation focused boxing gamers
Offline and career focused players stress test AI behavior, long term balance, slider systems, and replay value. They expose repetition and shallow systems.

Only after those foundations are correct should the next group step in.

Where Competitive Gamers Actually Excel

Competitive gamers are specialists, not architects.

They are excellent at:

  • Finding exploits

  • Breaking systems

  • Stress testing input buffering

  • Identifying dominant strategies

  • Pressure testing responsiveness and online play

That work belongs in late stage development, not at the foundation.

What Happens When Competitive Gamers Lead Too Early

When competitive gamers dominate early playtesting:

  • Punches get faster and safer

  • Defense becomes overly strong

  • Stamina stops mattering

  • Risk disappears

  • Everyone fights the same way

  • The meta replaces boxing

The game may be balanced, but it stops being boxing.

The Order Is Everything

This is the part many people miss.

Who playtests first defines the game’s identity.
Who playtests last refines it.

If realism is established first, competitive play adapts to boxing.
If competition is established first, boxing adapts to competition.

Those are completely different outcomes.

A Simple Analogy

You do not ask esports racers to design a real race car.
You ask engineers and drivers first.

Then you let competitive players push the limits after the machine exists.

Same logic applies to boxing.

The Bottom Line

Competitive gamers are not the enemy.
They are just not the authority on realism.

If boxers, trainers, and historians do not recognize themselves in the ring, no amount of competitive balance will save the experience.

So the real question is not who should be excluded.

The real question is this:

Are we building a boxing simulation, or a competitive game that happens to use boxing animations?

That decision starts with who you let touch the game first.

The Boxing Videogame Fans Want: Poe & the Community’s Core Expectations



Poe & The Fans’ Expectations for a Boxing Videogame

(Blueprint + Wishlist Edition)


1. Core Philosophy (Non-Negotiable)

  • Boxing is a system of decisions, not a reaction game

  • Mechanics must be contextual, not universal

  • No system should exist in isolation (movement, stamina, damage, AI must talk to each other)

  • The game must support multiple truths of boxing, not one “correct” way to play

  • Realism ≠ slow, clunky, or boring
    → realism = consequences


2. Movement, Footwork & Ring Geography (Blueprint Priority)

  • True ring generalship (cutting off the ring actually works)

  • Lateral movement drains stamina differently than forward pressure

  • Back-foot fighters gain efficiency, not invincibility

  • Footwork types:

    • Creeping pressure steps

    • Bounce-in / bounce-out rhythm

    • Pivot-heavy angle creators

    • Flat-footed plodders

  • Bad foot placement causes:

    • Slower recovery

    • Reduced punch power

    • Balance penalties

  • Rope proximity affects:

    • Punch selection

    • Defensive options

    • AI decision trees

  • Corner trapping is earned, not scripted


3. Punching Systems (Beyond “Light / Heavy”)

  • Punches have intent:

    • Range-finders

    • Disruptors

    • Damage dealers

    • Setups

  • Punch effectiveness affected by:

    • Stance

    • Distance

    • Momentum

    • Fatigue

    • Balance

  • Missed punches matter (whiffs cost energy and position)

  • Arm fatigue exists separately from cardio fatigue

  • Punch speed drops late—even for elite boxers

  • Body punches:

    • Reduce punch output later

    • Affect get-up speed

    • Change AI confidence


4. Defense Is Not Binary

  • Slipping early vs late produces different outcomes

  • Blocking drains stamina and vision

  • High guard vs cross-arm vs shell are situational, not cosmetic

  • Defensive habits develop over rounds

  • Panic defense exists

  • Defensive IQ separates elites from journeymen


5. Damage, Hurt States & Fight Flow (Blueprint Core)

  • Hurt states are layered, not on/off:

    • Flash hurt

    • Accumulated damage

    • Systemic fatigue

    • Psychological pressure

  • Getting rocked changes:

    • Punch selection

    • Footwork confidence

    • AI aggression

  • Some boxers get reckless when hurt
    Some survive by instinct
    Some mentally break

  • Knockdowns are physics + context, not RNG

  • Recovery varies by:

    • Chin

    • Experience

    • Corner quality

    • Damage type


6. AI That Thinks Like a Boxer

  • AI must have preferences, not scripts

  • Every boxer has:

    • Comfort zones

    • Risk tolerance

    • Fight IQ ceiling

    • Emotional responses

  • AI adapts between rounds, not instantly

  • AI can:

    • Steal rounds

    • Protect a lead

    • Chase desperation KOs

    • Survive ugly

  • AI mistakes are intentional—not bugs


7. Tendencies, Capabilities & Personality Sliders (Wishlist Staple)

  • 100+ tendency(not all visible, optional) sliders, including:

    • Patience under pressure

    • Body punch commitment

    • Clinch reliance

    • Feint frequency

    • Late-round discipline

  • Capability sliders:

    • Recovery rate

    • Balance retention

    • Damage resistance by zone

  • Traits override sliders contextually

  • Sliders affect AI and player-controlled boxers

  • No hidden rubber-banding


8. Clinch, Inside Fighting & Dirty Boxing

  • Clinch is a micro-game, not a pause

  • Hand fighting matters

  • Ref variability:

    • Quick breaks

    • Warnings

    • Point deductions

  • Inside specialists gain advantages

  • Fatigue heavily influences clinch outcomes

  • Clinch abuse is punishable organically


9. Career Mode Must Be a Simulation

  • Career arcs:

    • Early hype

    • Plateau

    • Reinvention

    • Decline

  • Layoffs affect timing and stamina

  • Injuries alter training and fight plans

  • Training camps:

    • Style-based

    • Trainer-dependent

    • Consequence-driven

  • Bad matchmaking can ruin careers

  • Titles are not guaranteed

  • Losses matter—but don’t end careers unrealistically


10. Trainers, Gyms & Corners (Blueprint Expansion)

  • Trainers have philosophies

  • Corners affect:

    • Recovery

    • Confidence

    • Tactical shifts

  • Bad advice exists

  • Elite trainers unlock strategic layers

  • Gym culture influences tendencies


11. Presentation as Storytelling

  • Crowd reacts to momentum, not just KOs

  • Commentary references:

    • Fight narrative

    • Past performances

    • Style matchups

  • Ring walks reflect psychology

  • Post-fight reactions differ for:

    • Robberies

    • Dominant wins

    • Wars

  • Presentation respects eras and cultures


12. Creation & Player Freedom (Sacred Ground)

  • Create-A-Boxer is a system editor

  • Create trainers, gyms, and stables

  • Share and import creations freely

  • Creations behave correctly in AI hands

  • No artificial caps that break realism

  • Offline-first philosophy


13. Balance Philosophy (Where Most Games Fail)

  • Realism modes vs sport modes

  • Sliders > forced balance

  • No patch that erases styles

  • Fix exploits without flattening identity

  • Accept that some styles counter others


14. Developer Accountability Expectations

  • Stop hiding behind “first game” excuses

  • Stop blaming realism for bad design

  • Communicate design intent honestly

  • Build modular systems

  • Respect boxing knowledge outside the studio

  • Treat offline fans as first-class citizens


15. What The Blueprint Explicitly Rejects

  • Universal mechanics

  • Animation-first design

  • Esports-only priorities

  • Fake depth via cosmetics

  • “Press to win” systems

  • Ignoring boxing history


Final Truth

Poe and the fans aren’t asking for nostalgia.
They’re asking for evolution, a boxing videogame built like a sport, not a skin-deep product.



Do You Have to Be a Boxer to Make a Realistic Boxing Videogame?

Do You Have to Be a Boxer to Make a Realistic Boxing Videogame?

And Are Boxers, Trainers, Historians, and Film Study Needed in the Studio?

This debate keeps resurfacing, and it keeps derailing meaningful discussion.

The claim is simple and sounds logical on the surface:
“If you have never boxed, you cannot make a realistic boxing videogame.”

It is also wrong. Worse, it has become a convenient shield used to defend shallow mechanics, weak AI, and underdeveloped systems.

The truth is more nuanced, less romantic, and far more demanding.


1. The Fundamental Mistake: Confusing Experience With Translation

Boxing experience and the ability to model boxing are not the same skill.

A boxer:

  • Reacts instinctively

  • Adjusts subconsciously

  • Operates on feel, rhythm, and habit

A videogame:

  • Requires explicit rules

  • Requires measurable variables

  • Must expose cause and effect

  • Must behave consistently across thousands of situations

If someone cannot clearly explain why something happens in boxing in repeatable terms, they cannot design it. That is true regardless of how much they boxed.

Realism in games comes from translation, not participation.


2. Boxing Videogames Are Systems, Not Memories

A realistic boxing videogame is not built from personal recollection.

It is built from interacting systems:

  • Distance and spacing

  • Timing and initiative

  • Risk and commitment

  • Fatigue and recovery

  • Damage accumulation

  • Psychological pressure

  • Tactical decision making

  • AI adaptation

If even one of these systems is shallow, the illusion of boxing breaks. No amount of boxing background compensates for weak system design.

Systems do not care about résumés.


3. Why Boxing Experience Alone Often Hurts Design

This is uncomfortable but necessary to say.

When boxing experience is treated as unquestionable authority, it often leads to:

  • Gut feeling overriding structure

  • “That would never happen” logic ignoring edge cases

  • Resistance to abstraction

  • Designing for ego instead of outcomes

  • Confusing restriction with realism

Real boxing is messy. Fighters make bad decisions. They panic. They abandon game plans. They repeat mistakes.

Games that chase “authentic feel” without systems often erase these realities and replace them with clean, heroic, predictable behavior. That is not realism. It is fantasy boxing.


4. The Question Studios Should Ask, But Rarely Do

The important question is not:
“Did you box?”

It is:
“Can you explain your boxing systems under pressure?”

Ask any developer:

  • Why does missing a punch matter?

  • How does stamina change decision making?

  • What happens when a fighter panics?

  • How do tendencies override player intent?

  • What stops perfect defense?

  • How does distance actually punish mistakes?

If the answers are vague, defensive, or rely on “you would understand if you boxed,” the systems are weak.


5. Realism Is Behavioral, Not Visual

Most boxing games chase realism in the wrong place.

They focus on:

  • Motion capture

  • Punch variety

  • Broadcast presentation

  • Big cinematic moments

Realism lives in behavior:

  • Fighters freezing after being clipped

  • Pressure fighters overcommitting when tired

  • Slick boxers losing discipline late

  • Bad habits surfacing under stress

  • Styles clashing in unpredictable ways

These are AI and systems problems, not animation problems. Boxing experience does not automatically solve them.


6. Where Boxers, Trainers, Historians, and Film Study Actually Fit

Yes, these roles are needed. But they are not designers. They are domain authorities.

Boxers

Boxers are invaluable for:

  • Describing emotional and psychological pressure

  • Identifying when behavior feels fake

  • Explaining what happens when plans break down

They validate outcomes, not implementations.

Trainers

Trainers are often more useful than boxers for:

  • Tactical structure

  • Adjustment logic

  • Style matchups

  • Discipline versus chaos

  • Long term habit formation

They think in systems naturally, which maps well to AI behavior.

Historians

Historians prevent modern bias and flattening of styles.
They help with:

  • Era specific pacing and rules

  • Style evolution

  • Cultural approaches to boxing

  • Avoiding present day assumptions

Without them, every era plays the same.

Film Study

Film study is non negotiable.

Not highlights. Not montages. Full rounds.

Film study reveals:

  • True exchange frequency

  • Miss rates

  • Recovery time

  • Distance errors

  • Repetitive habits

  • Ugly, uncinematic moments

Film settles arguments and replaces memory with evidence.


7. The Correct Studio Structure

This is where studios succeed or fail.

  1. Systems designers and AI engineers build the mechanics, rules, sliders, states, and penalties.

  2. Boxers, trainers, and historians validate outcomes, flag unrealistic behavior, and provide correction.

  3. Film study acts as the final authority when opinions conflict.

When boxing authorities override systems design, realism suffers.
When systems ignore boxing authorities, realism collapses.
When film study is missing, ego replaces evidence.


8. Why the Myth Persists

The “you must have boxed” argument survives because it is useful.

It shuts down criticism.
It avoids accountability.
It reframes design flaws as ignorance.

If realism were actually present, it would not need gatekeeping to defend it.


9. The Truth About Hybrid Games and False Realism

Many boxing games are intentionally hybrids:

  • Forgiving timing

  • Artificial momentum

  • Overpowered defense

  • Predictable AI behavior

They feel like boxing.
They look like boxing.
They are not simulations.

Calling them realistic lowers the bar and poisons the conversation about what is possible.

Realism is about consequence, not comfort.


10. 

You do not need to be a boxer to make a realistic boxing videogame.

You do need:

  • Deep systems thinking

  • Respect for the sport

  • Willingness to embrace discomfort

  • Obsession with cause and effect

  • Courage to let fights be messy, ugly, and unfair

Boxing games do not fail because developers did not box.

They fail because developers did not design boxing deeply enough.

Wednesday, January 28, 2026

My Expectations as a Fan of Boxing for an AI Programmer Building a Truly Realistic Boxing Videogame (Unreal Engine)



My Expectations as a Fan of Boxing for an AI Programmer Building a Truly Realistic Boxing Videogame (Unreal Engine)

A realistic boxing videogame demands an AI system that simulates boxer identity, not just opponent difficulty. The expectation is an AI architecture capable of producing thousands of distinct boxing behaviors through layered sliders, traits, tendencies, mannerisms, and contextual decision-making—without hardcoding outcomes or relying on artificial boosts.

This is not about spectacle. It is about authenticity, variability, and systemic depth.


1) Foundational Principle: Boxing AI Is a Behavioral Ecosystem

The AI must be designed as a multi-layered behavioral ecosystem, where:

  • Capabilities define what is physically and mentally possible

  • Tendencies define what is preferred

  • Traits define what overrides normal behavior

  • Mannerisms define how behavior is expressed

  • Psychology defines why behavior changes

  • Context defines when behavior shifts

Every action taken by the AI should be explainable through these layers.


2) Capability Sliders (What the Boxer Is Capable Of)

Capabilities are not “ratings.” They are constraints and consistency modifiers.

A) Offensive Capabilities

  • Jab speed

  • Jab accuracy

  • Jab recovery

  • Jab authority (ability to disrupt rhythm)

  • Straight punch mechanics

  • Lead hook mechanics

  • Rear hook mechanics

  • Uppercut timing precision

  • Punch chaining fluidity

  • Punch commitment control (ability to bail mid-action)

  • Punch retraction speed

  • Punching balance retention

  • Power transfer efficiency

  • Hand speed under fatigue

  • Punch accuracy decay rate

B) Defensive Capabilities

  • Static guard integrity

  • Dynamic guard adjustment speed

  • Parry window size

  • Slip window precision

  • Roll execution reliability

  • Pull-counter balance retention

  • Recovery defense (defense while hurt)

  • Counter-defense transition speed

  • Guard recovery after impact

  • Defensive mistake rate under pressure

C) Footwork & Movement Capabilities

  • Forward pressure balance

  • Backward movement control

  • Lateral movement efficiency

  • Pivot sharpness

  • Angle exit reliability

  • Stance stability under fire

  • Cut-off geometry awareness

  • Rope awareness

  • Corner escape capability

  • Momentum control (stop/start movement)

  • Footwork degradation under fatigue

D) Athletic & Physical Capabilities

  • Aerobic stamina

  • Anaerobic burst capacity

  • Fatigue recovery rate

  • Balance under contact

  • Chin durability

  • Body durability

  • Leg durability

  • Torque generation

  • Injury resistance

  • Injury compensation ability

E) Cognitive & Ring IQ Capabilities

  • Read accuracy

  • Read speed

  • Pattern recognition

  • Deception recognition

  • Counter timing precision

  • Gameplan retention

  • Adjustment speed

  • Feint interpretation skill

  • Risk calculation accuracy

Capabilities answer:
“Can this boxer do this, and how well?”


3) Tendency Sliders (What the Boxer Prefers to Do)

This layer must be extensive, granular, and directly wired into decision weighting.

A) Engagement Tendencies

  • Pressure frequency

  • Reset frequency

  • Exchange willingness

  • Initiation bias

  • Clinch seeking frequency

  • Clinch avoidance

  • Late-round urgency

  • Early-round caution

  • Come-forward persistence

  • Retreat tolerance

B) Shot Selection Tendencies

  • Jab-first preference

  • Double-jab preference

  • Jab-to-body preference

  • Jab-to-head preference

  • Lead hook usage

  • Rear straight usage

  • Rear hook usage

  • Uppercut frequency

  • Body shot prioritization

  • Head-hunting bias

  • Single-shot preference

  • Combination preference

  • Combination length bias

C) Defensive Habit Tendencies

  • High guard reliance

  • Shell usage

  • Long guard usage

  • Slip-left vs slip-right bias

  • Roll preference

  • Pull-counter preference

  • Parry-first behavior

  • Catch-and-shoot preference

  • Defense-to-offense immediacy

D) Footwork Habit Tendencies

  • Circle-left bias

  • Circle-right bias

  • Pivot frequency

  • Step-out vs step-back preference

  • Angle-after-punch behavior

  • Rope escape preference

  • Rope trap avoidance

  • Ring center priority

  • Cut-off commitment

E) Psychological Tendencies

  • Patience vs impatience

  • Risk tolerance

  • Revenge behavior after being hit

  • Emotional volatility

  • Confidence gain rate

  • Confidence loss rate

  • Showboating likelihood

  • Discipline under pressure

F) Finish Tendencies

  • Swarm instinct

  • Sniper instinct

  • Trap-setting instinct

  • Body-first finishing

  • Head-first finishing

  • Finish patience

  • Overcommit risk when opponent is hurt

Tendencies answer:
“Given multiple valid options, which does this boxer lean toward?”


4) Trait System (Rule-Based Overrides)

Traits must act as conditional modifiers or logic overrides, not flavor text.

Examples

  • Dangerous when hurt

  • Slow starter / fast starter

  • Momentum fighter

  • Body investment specialist

  • Clinch disruptor

  • Late-round closer

  • Veteran round thief

  • Glass hands

  • Iron chin

  • Crowd-responsive

  • Emotionally fragile

  • Ice-cold under pressure

Traits can:

  • Temporarily override tendencies

  • Expand or shrink decision windows

  • Alter risk calculations

  • Trigger unique behavioral states


5) Mannerism Sliders (How the Boxer Expresses Behavior)

Mannerisms provide human texture.

Mannerism Categories

  • Movement rhythm (bounce cadence, pauses)

  • Idle posture

  • Guard posture

  • Feint language preference

  • Breathing patterns

  • Post-hit reactions

  • Reset behavior

  • Corner demeanor

  • Ref interaction behavior

  • Victory/defeat expression

Mannerisms must scale with:

  • Fatigue

  • Damage

  • Confidence

  • Fight context


6) Psychology & Internal State Modeling

AI must maintain internal states such as:

  • Confidence

  • Composure

  • Frustration

  • Momentum perception

  • Perceived opponent danger

  • Urgency awareness (round, score)

These states directly modify:

  • Reaction speed

  • Risk tolerance

  • Shot commitment

  • Defensive caution


7) Ringcraft & Spatial Intelligence

The AI must treat the ring as a tactical environment:

  • Center control goals

  • Exit lane evaluation

  • Rope danger scoring

  • Corner risk evaluation

  • Trap construction logic

  • Escape prioritization

Movement decisions must be intentional, not reactive chasing.


8) Opportunity-Based Decision Making

Punches are chosen based on:

  • Guard gaps

  • Weight transfer moments

  • Rhythm breaks

  • Post-punch vulnerability

  • Counter exposure risk

AI must be capable of:

  • Feint-aborts

  • Half-commits

  • Combo truncation

  • Opportunistic counters


9) Fatigue, Damage, and Injury Integration

Fatigue and damage must:

  • Reduce available actions

  • Change preferred tactics

  • Increase mistake probability

  • Alter mannerisms and posture

A tired boxer must look, move, and think tired.


10) Unreal Engine Implementation Expectations

The AI programmer must demonstrate mastery of:

  • DataAssets / DataTables for all sliders

  • Behavior Trees or StateTree for high-level logic

  • Animation Montages and Motion Warping

  • Clean AI ↔ animation ↔ hit reaction loops

  • Network-safe execution (if applicable)

Designers must be able to tune behavior without touching code.


11) Debugging & Tooling (Non-Negotiable)

Required tools include:

  • Live decision overlays

  • Slider visualization

  • Ring heatmaps

  • Behavior logs

  • Adaptation tracking

  • Replay consistency controls


12) Adaptation & Anti-Exploit Logic

AI must detect and counter:

  • Repeated attack patterns

  • Excessive retreating

  • Guard-only defense

  • Predictable combos

Adaptation should be gradual and believable, not instant omniscience.


13) Expected Deliverables from the AI Programmer

A qualified AI programmer should deliver:

  1. A deep, slider-driven identity system

  2. Extensive tendency libraries

  3. Trait-based behavior overrides

  4. Mannerism and psychology layers

  5. Ringcraft intelligence

  6. Opportunity-based combat logic

  7. Robust debug and tuning tools


Final Expectation

A realistic boxing videogame does not need smarter AI.
It needs deeper AI—AI that reflects the complexity of boxing itself.

The goal is not to beat the player unfairly.
The goal is to create fights that feel earned, varied, human, and endlessly replayable.



If Poe were hiring an AI Programmer with Unreal Engine Experience


Senior AI Programmer – Boxing Simulation (Unreal Engine)

Project Type: Realistic / Simulation-Driven Boxing Videogame
Focus: Offline + Online Parity, Systemic Depth, Long-Term Expandability

Role Overview

This role exists to build the core intelligence of the boxing experience.

The Senior AI Programmer will design and implement a deep, identity-driven boxing AI system that produces believable, stylistically distinct boxers through extensive sliders, traits, tendencies, mannerisms, psychology, and contextual decision-making—not scripted behaviors or artificial difficulty boosts.

This is not a “combat AI” role in the traditional sense.
This is a boxing intelligence role.


Vision & Non-Negotiables

The AI must:

  • Represent boxing as it is actually practiced

  • Produce thousands of distinct boxer identities

  • Be designer-driven, not programmer-locked

  • Scale across eras, styles, and difficulty levels

  • Remain transparent, debuggable, and tunable

  • Never rely on hidden cheats or input reading

Difficulty must emerge from:

  • Better reads

  • Smarter decisions

  • Fewer mistakes

  • Greater discipline

  • Improved adaptation

—not from inflated stats or unfair reactions.


Core AI Philosophy

Boxing AI is treated as a behavioral ecosystem, not a single brain.

The system must clearly separate:

  • Capabilities – what a boxer can do

  • Tendencies – what a boxer prefers to do

  • Traits – what overrides normal behavior

  • Mannerisms – how behavior is expressed

  • Psychology – why behavior changes

  • Context – when behavior shifts

Every AI decision should be explainable through these layers.


Primary Responsibilities

1. AI Architecture & Systems Design

  • Design a layered AI architecture including:

    • Perception

    • Intent & round planning

    • Tactical evaluation

    • Opportunity & risk scoring

    • Action selection

    • Execution & animation handoff

    • Adaptation & learning

  • Ensure the system supports emergent behavior, not scripted outcomes.


2. Capability Slider Framework (Extensive)

Build a large-scale capability system covering:

Offensive Capabilities

  • Jab speed, accuracy, recovery, authority

  • Punch mechanics by type (straight, hook, uppercut)

  • Combination fluidity

  • Balance retention

  • Punch retraction speed

  • Power transfer efficiency

  • Accuracy decay under fatigue

Defensive Capabilities

  • Guard integrity (static & dynamic)

  • Parry window precision

  • Slip and roll reliability

  • Recovery defense

  • Counter-defense transition speed

  • Defensive degradation under pressure

Footwork & Movement

  • Forward/backward control

  • Lateral efficiency

  • Pivot sharpness

  • Angle exit reliability

  • Cut-off geometry awareness

  • Rope and corner awareness

  • Movement degradation under fatigue

Athletic & Physical

  • Aerobic stamina

  • Anaerobic burst

  • Fatigue recovery

  • Balance under contact

  • Chin, body, and leg durability

  • Injury resistance and compensation

Cognitive / Ring IQ

  • Read accuracy and speed

  • Pattern recognition

  • Deception recognition

  • Counter timing

  • Adjustment speed

  • Risk calculation accuracy

Capabilities define possibility and consistency, not personality.


3. Tendency Slider System (Very Deep)

Implement a plethora of tendency sliders that meaningfully alter behavior:

Engagement

  • Pressure frequency

  • Reset frequency

  • Exchange willingness

  • Clinch seeking / avoidance

  • Early-round caution

  • Late-round urgency

Shot Selection

  • Jab-first bias

  • Double-jab usage

  • Body vs head focus

  • Lead vs rear preference

  • Uppercut frequency

  • Combo length preference

  • Single-shot vs volume bias

Defensive Habits

  • High guard reliance

  • Shell usage

  • Long guard usage

  • Slip direction bias

  • Roll preference

  • Pull-counter usage

  • Catch-and-shoot tendency

Footwork Habits

  • Circle direction bias

  • Pivot frequency

  • Step-out vs step-back

  • Rope escape behavior

  • Ring center priority

  • Cut-off commitment

Psychological Tendencies

  • Patience vs impatience

  • Risk tolerance

  • Revenge behavior after being hit

  • Emotional volatility

  • Confidence gain/loss rate

  • Discipline under pressure

Finishing Instincts

  • Swarm vs snipe vs trap

  • Body-first finishing

  • Head-first finishing

  • Overcommit risk when opponent is hurt

Tendencies must directly affect:

  • Action weighting

  • Distance selection

  • Timing windows

  • Risk evaluation

  • Round strategy


4. Trait System (Behavioral Overrides)

Design a trait system that can temporarily override normal logic, such as:

  • Dangerous when hurt

  • Slow starter / fast starter

  • Momentum-based fighter

  • Body investment specialist

  • Clinch disruptor

  • Veteran round manager

  • Emotionally fragile or ice-cold

  • Crowd-responsive

Traits must create recognizable moments, not passive bonuses.


5. Mannerisms & Expression

Implement systems that add human texture, including:

  • Rhythm and cadence

  • Guard posture

  • Feint language

  • Breathing behavior

  • Reset animations

  • Corner behavior

  • Ref interactions

Mannerisms must respond dynamically to:

  • Fatigue

  • Damage

  • Confidence

  • Fight context


6. Psychology & Internal State Modeling

Maintain internal AI states such as:

  • Confidence

  • Composure

  • Frustration

  • Momentum perception

  • Urgency (round, score, fight state)

These states must influence:

  • Reaction speed

  • Risk tolerance

  • Shot commitment

  • Defensive caution

  • Adaptation speed


7. Ringcraft & Spatial Intelligence

Implement true ring awareness:

  • Center control goals

  • Rope danger scoring

  • Corner risk evaluation

  • Exit lane analysis

  • Cut-off geometry

  • Trap construction and escape logic

Movement must be intentional, not chase-based.


8. Opportunity-Based Combat Logic

All offense must be driven by:

  • Guard gaps

  • Rhythm breaks

  • Weight transfer moments

  • Post-punch vulnerability

  • Counter exposure risk

AI must support:

  • Feint-aborts

  • Half-commits

  • Combo truncation

  • Opportunistic counters


9. Unreal Engine Integration

Required expertise includes:

  • DataAssets / DataTables for all sliders

  • Behavior Trees or StateTree

  • Animation Montages & Motion Warping

  • Clean AI → animation → hit → response pipelines

  • Network-safe logic (if applicable)

Designers must be able to tune everything without touching code.


10. Tooling & Debugging (Mandatory)

You will build:

  • Live AI decision overlays

  • Slider visualizers

  • Behavior logs (“why this happened”)

  • Ring heatmaps

  • Adaptation tracking tools

  • Replay variability controls

Explainability is not optional.


Required Qualifications

  • Strong Unreal Engine AI experience

  • Proven work on systemic, non-scripted AI

  • Deep understanding of boxing fundamentals

  • Experience building designer-facing tools

  • Strong debugging and profiling skills

  • Systems-thinking mindset


Preferred Qualifications

  • Sports, fighting, or simulation game experience

  • Large-scale slider systems

  • Gameplay Ability System familiarity

  • Offline + online system awareness

  • Passion for realism and long-term depth


Evaluation Criteria

Candidates will be evaluated on their ability to:

  • Create believable boxer identities

  • Explain AI decisions clearly

  • Avoid shortcuts and cheats

  • Support designers

  • Build scalable systems

  • Respect boxing as a craft, not an arcade abstraction


Example Technical Evaluation

Candidates may be asked to:

  • Design a boxer identity system using sliders, traits, and tendencies

  • Demonstrate opportunity-based punch selection

  • Show how adaptation occurs across rounds

  • Provide debug output explaining decisions

  • Discuss how realism is preserved at higher difficulty


Final Statement

This role exists to ensure players are not fighting AI—
they are fighting boxers.

The measure of success is not win rate.
It is whether players believe the opponent thinks, reacts, adapts, and behaves like a real human boxer.


Why Poe (Poeticdrink2u) Makes Companies Nervous and Why Some Avoid Him?

Why Poe (Poeticdrink2u) Makes Companies Nervous, Why Some Avoid Him, and What It Really Means When People Say He “Knows Systems”

In every industry, there are critics who complain loudly, and then there are critics who understand systems well enough to expose weak points that others would rather leave untouched. Poe, known online as Poeticdrink2u, belongs firmly in the second category. That distinction explains why some game studios and publishers grow uneasy around him and why a few quietly choose avoidance instead of engagement.

This is not about negativity, hostility, or stirring drama. It is about experience, research, systems literacy, and a refusal to accept convenient narratives without evidence.


Four Decades of Gaming Experience Changes the Conversation

One detail that often gets overlooked, or intentionally minimized, is Poe’s depth of experience. He has four decades of hands-on gaming history, spanning multiple generations of hardware, genres, and design philosophies.

He experienced the very first boxing game on console, Activision Boxing, not as trivia but as lived context. That matters because it gives him a long-view understanding of how the genre evolved, what early developers attempted under severe technical limitations, and where modern boxing games have genuinely advanced or quietly regressed.

When Poe says something feels simplified, stalled, or misdirected, it is not nostalgia talking. It is comparison across entire design eras.


He Researches Before He Speaks

Poe is not reactionary. He is methodical.

Before criticizing a game or studio decision, he looks at developer interviews, public statements, design promises, shipped features, genre history, and how other sports games have solved similar problems. He studies what modern engines are capable of versus what studios actually choose to implement.

This research-first approach makes companies uncomfortable because it removes plausible deniability. Phrases like “it’s complicated” or “fans don’t understand development” lose their power when someone can point to timelines, quotes, mechanics, and design tradeoffs with clarity.

Complexity does not excuse stagnation. It explains it.


What It Really Means When People Say Poe “Knows Systems”

When people say Poe knows systems, they are not saying he writes engine code or builds shaders. They are saying he understands how complex games are structured, sustained, and fail at a fundamental level.

He Sees Games as Interlocking Parts, Not Isolated Features

Most players judge games feature by feature. Punching feels off. Career mode is shallow. AI cheats. Offline is ignored.

Poe looks at how those complaints connect.

He understands that:

  • Weak AI is often a tendency or decision-logic problem, not a difficulty problem

  • Repetitive fights are usually a content pipeline issue, not a lack of boxers

  • Balance problems often come from global tuning systems, not individual characters

  • Poor immersion often comes from missing presentation layers, not graphics quality

He traces problems upstream instead of reacting downstream.


He Understands Inputs, Logic, and Outcomes

System thinkers break games into three layers.

Inputs
Stats, sliders, tendencies, traits, difficulty settings, rules

Logic
AI decision-making, animation selection, stamina math, risk and reward weighting

Outcomes
How fights play out, how varied they feel, and how long players stay engaged

Poe consistently talks about changing inputs or logic to fix outcomes. He does not default to surface-level demands like “add more animations” or “buff this boxer.” That framing mirrors how designers and AI programmers actually think.


He Understands Why “Just Add Content” Often Fails

Studios often respond to criticism by adding more fighters, modes, or cosmetics.

Poe explains why that frequently fails:

  • More boxers do not matter if they all behave the same

  • More modes do not help if they do not connect into a larger ecosystem

  • More animations do nothing if the AI cannot select or use them meaningfully

He understands that scalable systems create variety, while static content only delays boredom.


He Knows Where Development Bottlenecks Really Live

When Poe criticizes development, he is usually talking about tooling limitations, pipeline inefficiencies, overcentralized tuning, poor data visibility, or missing domain experts.

These are not fan complaints. These are production realities.

When a studio says something is “too hard,” Poe understands that it often means:

  • The system was not designed to scale

  • The wrong people are making key decisions

  • The tools do not allow iteration

  • Or the cost of refactoring is being avoided

That insight comes from research and pattern recognition, not guessing.


He Speaks the Same Language Studios Use Internally

Most critics talk in feelings. Poe talks in systems.

He breaks down design intent versus implementation reality, tooling versus staffing, AI tendencies versus animation logic, and short-term monetization versus long-term retention. That collapses the distance between internal conversations and public accountability, which is exactly why it creates friction.


He Challenges Narratives, Not Individuals

One of the most misunderstood things about Poe is that he rarely targets people. He targets narratives.

Narratives like:

  • Offline modes no longer matter

  • Hardcore fans are insignificant

  • Realism does not sell

  • This is our first game, even years after release

  • We have the data, without ever showing it

These narratives protect roadmaps and justify missed opportunities. Poe does not reject them emotionally. He questions them logically. When evidence is missing, silence becomes the answer.


He Cannot Be Dismissed as “Just a Fan”

Studios often try to label critics as emotional, nostalgic, unrealistic, or uninformed. That tactic does not work with Poe.

He references legacy titles accurately, understands text-sim and management games, analyzes animation and AI behavior, and proposes ideas that respect real production constraints. His insight comes from time, pattern recognition, and study.

That creates discomfort because it invites an unspoken question. If someone outside the studio understands this, why was it overlooked inside?


He Exposes Hiring and Knowledge Gaps

Another reason Poe makes companies uneasy is his focus on who is missing from the room.

He consistently highlights the absence of boxing trainers, historians, and sport-specific experts. He points out overreliance on engine familiarity over domain knowledge, the lack of data analysts shaping long-term systems, and the undervaluing of non-programmer expertise.

Hiring mistakes are expensive and rarely admitted publicly. Calling attention to them, especially with constructive alternatives, creates pressure studios prefer to avoid.


He Brings Solutions, Not Just Criticism

Poe does not stop at identifying problems. He presents frameworks, mode ecosystems, AI tendency logic, retention strategies, and ways offline and online systems can coexist instead of competing.

Engaging with that level of detail requires confronting an uncomfortable truth. Many persistent issues are not unsolvable. They remain because solving them requires changing priorities, not just polishing features.


He Threatens Comfort, Not Revenue

Poe is not threatening because he is loud. He is threatening because he is specific.

Specificity creates standards.
Standards create expectations.
Expectations expose shortcuts.

Avoidance is not about fear of backlash. It is about fear of accountability.


Final Thought

Poe makes companies nervous because he does not ask to be taken seriously. He arrives prepared.

Four decades of gaming experience.
First-generation boxing game knowledge.
Research-driven criticism.
Systems-first thinking.

When someone outside the building understands the blueprint nearly as well as those inside, the question is no longer why he is critical.

The question becomes:

Why has this not been addressed yet?

Monday, January 26, 2026

Stop Calling Boxing Games a “Niche”

 


The Real Strategy for Building a Successful Boxing Videogame in the Modern Era

Calling boxing videogames “niche” is not analysis.
It’s avoidance.

It’s a label that shifts responsibility away from design, architecture, and strategy, and places it on the sport itself. Boxing is not a niche. Sports games are not niche. Fragile systems, shallow architecture, and fear-driven development are.

If a company genuinely wants to succeed in selling a boxing videogame in the modern era, long-term success, not just a survivable launch, it must stop hiding behind excuses and start building a true boxing platform. That strategy already exists. Fans have articulated it for years. Many know it as Poe’s Blueprint.

The blueprint doesn’t demand miracles.
It demands modern thinking applied honestly.


Boxing Is a Systems Problem, Not a Content Problem

Most boxing games fail because they are built backwards.

Studios fixate on:

  • Licensing boxers

  • Visual spectacle

  • Simplification in the name of accessibility

That produces:

  • Homogenized boxers

  • Animation-first gameplay

  • Ratings doing the heavy lifting

  • “Balance” that erases identity

But boxing does not live in menus or rosters.
It lives in systems interacting under pressure.

Boxing is:

  • Distance management

  • Fatigue accumulation

  • Risk versus reward

  • Psychological shifts

  • Style clashes over time

If those systems are shallow, no amount of licensing or marketing can save the game. Poe’s Blueprint starts where boxing actually exists: decision-making with consequence.


Depth Is Not the Enemy of Accessibility, Uniformity Is

The industry pretends realism scares players away. It doesn’t.

What drives players away is being forced into one definition of fun.

When every boxer:

  • Moves the same

  • Recovers the same

  • Throws the same

  • Wins the same

The game becomes predictable, even if it’s easy to play.

Poe’s Blueprint argues for multiple tuning lanes on the same foundation:

  • Sim-leaning tuning for consequence

  • Sport-paced tuning for flow

  • Forgiving variants for newcomers

Same engine.
Same systems.
Different tuning.

That’s expansion without betrayal.


“Balance” Has Become an Excuse to Erase Identity

“Balance” is often framed as the ultimate design challenge, but in practice, it has become a shield.

One of the most common justifications offered publicly came from Ash Habib, who stated that after speaking with developers from EA and 2K, he was told how hard it is to balance a sports game to please gamers.

That statement sounds reasonable.
It is also built on a false premise.


The False Narrative: “Gamers Are Too Hard to Please”

No serious EA or 2K developer believes sports games succeed by:

  • Pleasing everyone with one tuning

  • Flattening player identity

  • Removing extremes

  • Designing for a mythical “average gamer.”

That is not how modern sports games are actually built.

What is hard is trying to:

  • Serve multiple audiences

  • On a single rigid system

  • With no modularity

  • And no tuning separation

That difficulty is self-created, not inevitable.


NBA 2K Quietly Destroys the Argument Every Year

If the “balance is impossible” narrative were true, NBA 2K would not exist in its current form.

NBA 2K simultaneously serves:

  • Casual players

  • Simulation-focused players

  • Online competitors

  • Offline lifers

  • Creators and modders

And it does so without collapsing.

Not because it found perfect balance, but because it doesn’t force one experience.

It offers:

  • Sliders

  • Tendencies

  • Badges

  • Difficulty profiles

  • Contextual AI logic

  • Multiple gameplay speeds

They don’t “please everyone.”
They let players choose.

That’s not magic.
That’s architecture.


The Real Problem: Fragile, Over-Coupled Systems

When developers say:

“We can’t tweak that without breaking balance”

What they really mean is:

Our systems can’t handle variation.

This is not a market truth.
It’s a technical limitation.

And it’s exactly what Poe’s Blueprint identifies as the root failure.


Stop Hard-Binding Every Boxer to the Same Fragile System

Most boxing games sabotage themselves by hard-binding:

  • Every boxer

  • Every animation

  • Every behavior

To the same brittle core.

Change one variable and everything breaks.

That’s not realism.
That’s bad system design.


Composition Over Inheritance Is the Missing Shift

Most boxing games rely on inheritance:

  • Global punch logic

  • Shared animation trees

  • Stat-driven outcomes

  • One-size-fits-all rules

This creates a house of cards:

  • Adjust stamina → footwork breaks

  • Adjust punch speed → hit detection breaks

  • Adjust damage → AI collapses

Poe’s Blueprint implicitly demands composable architecture:

  • Locomotion profiles

  • Punch delivery modules

  • Recovery behavior modules

  • Defensive tendencies

  • Psychological responses

  • Contextual overrides (hurt states, momentum, late rounds)

Each layer evolves independently.

That’s how realism increases without regression.


Animations Must Be Additive, Not Destructive

A modern boxing game should be able to:

  • Add a new jab animation

  • Assign it to specific boxers or archetypes

  • Gate it by tendencies, fatigue, or situation

  • Blend it cleanly

  • And not break anyone else

If every new animation requires global rebalancing, the system is already failing.

Strong sports games treat animations as data, not crutches.


Tendencies Are Behavioral DNA, Not Flavor Sliders

Weak systems treat tendencies as multipliers.

Strong systems treat them as:

  • Decision gates

  • Animation access rules

  • Risk tolerance logic

  • Pressure responses

This allows:

  • Individual tuning without destabilization

  • AI patches without collapse

  • Realism that compounds instead of resetting


Offline Depth Is Retention, Not Nostalgia

Offline modes are not optional.

Career arcs, promoters, gyms, rivalries, aging, injuries, these systems keep players engaged for years, not weekends.

Poe’s Blueprint is clear:

  • Offline players are not second-class

  • Creation tools are not vanity

  • Longevity sells more copies than launch hype

People buy systems they can live inside.


Creation Scales Better Than Licensing

Licensing matters, but it doesn’t scale infinitely.

Creation does.

Deep boxer creation, shareable ecosystems, AI-driven narratives, and custom leagues turn players into marketers.

When players create meaning, the game markets itself.


Online Is an Extension of Trust, Not a Shortcut

Online doesn’t save games, players don’t trust.

If outcomes feel arbitrary or inputs feel delayed, scale is impossible.

Poe’s Blueprint doesn’t reject online, it demands credibility first.

Trust enables competition.
Trust enables spectatorship.
Trust enables growth.


Global Boxing Event Marketing Is a Force Multiplier

Boxing already has:

  • Weekly pro events

  • Massive amateur pipelines

  • Global audiences

  • Deep regional pride

Marketing a boxing game inside boxing culture itself, at pro fights, amateur tournaments, gyms, and training circuits, does three things:

  1. Converts fans who already care

  2. Reaches older and international audiences

  3. Establishes legitimacy instead of hype

Amateur boxing is especially powerful:

  • It’s global

  • It’s community-driven

  • It creates lifelong association

This is long-tail growth most studios ignore.


Cultural Representation Drives Global Sales

Boxing is one of the most culturally diverse sports on Earth.

A serious boxing game must reflect:

  • National fighting styles

  • Regional presentation

  • Cultural walkouts and rituals

  • Local gyms and environments

  • Commentary flavor by region

This is not cosmetic.
It’s identity recognition.

There are no excuses for ignoring this today.


What Does This Strategy Actually Make? (The Money)

Building deeper systems is not riskier.
It is financially safer.

Conservative floor

  • 3-5M lifetime sales

  • $50-55 average price
    → $150-275M

Realistic success

  • 6-8M lifetime sales

  • $55-60 average price
    → $330-480M

Add ethical post-launch expansions, and you reach a $300–500M franchise over time.


The Hidden Savings Nobody Markets

Composable systems:

  • Reduce QA regression

  • Speed iteration

  • Prevent rebuild sequels

Over a decade, this saves tens of millions.


The Real Strategy

A successful boxing videogame should not be:

“A sequel that sells better.”

It should be:

The definitive boxing platform.

Even a studio like Steel City Interactive does not need fantasy numbers. Five to eight million honest sales can fund depth, iteration, and trust, if the foundation is right.


Final Word: Why the “Balance Is Hard” Excuse Must Die

Balancing a sports game is not hard because gamers are impossible to please.

It’s hard when:

  • You refuse to give players options

  • You weld everyone to the same system

  • You design for fear instead of structure

Poe’s Blueprint doesn’t deny complexity.
It's architects for it.

Stop calling boxing niche.
Stop blaming gamers.
Stop confusing balance with sameness.

The audience exists.
The technology exists.
The blueprint exists.

What’s left is the decision to finally build something that can last.

Boxers Are Their Own Worst Enemy When It Comes to Boxing Video Games

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