Monday, January 12, 2026

Team and Technology Requirements for a Realistic Boxing Videogame – SCI Gaps Highlighted

 

I. Core Development Team

  1. Creative Director / Game Director – 1

  2. Lead Game Designer – 1

  3. Systems Designer (combat, stamina, AI logic) – 2

  4. Career Mode / Progression Designer – 2

  5. UI/UX Designer – 2

  6. Gameplay Programmers – 4

  7. Physics Programmer – 2

  8. Animation Systems Programmer – 2

  9. AI Programmers (behavior, tendencies, decision-making) – 3

  10. Procedural AI / Simulation Engineer – 2

  11. Network Engineer (online fights) – 1

  12. Tools Programmer (editor dashboards, AI tuning tools) – 2


II. Animation & Art Team

  1. Animation Director – 1

  2. Combat / Motion Capture Animators – 6

  3. Technical Animator – 2

  4. Motion Capture Director / Mocap Team – 2

  5. 3D Character Artists – 4

  6. Facial Rigging Specialist – 1

  7. Skin / Sweat Shader Artist – 1

  8. Technical Artist (LOD, pipelines, performance) – 2


III. Boxing-Specific Specialists

  1. Former Professional Boxers / Trainers – 3

  2. Judges / Referees (realistic rules) – 2

  3. Boxing Analysts / Historians – 2

  4. Sports Biomechanics / Injury Consultant – 2


IV. Presentation & Audio

  1. Audio Director / Sound Designer – 1

  2. Foley Artist (punches, footsteps, cloth) – 2

  3. Crowd / Arena Sound Designer – 1

  4. Commentary Writer / AI Integration – 2

  5. Cinematic / Replay Director – 1

  6. Replay & Camera Systems Engineer – 2

  7. Lighting / Arena Artist – 1


V. QA & Live Support

  1. Gameplay QA Testers – 5

  2. AI & Behavior QA – 3

  3. Boxing-literate Playtesters – 3

  4. Live Balance / Telemetry Analyst – 2

  5. Community Manager (boxing-savvy) – 1

  6. Anti-Cheat Engineer – 1


VI. Core Technology / Tools

  1. Game Engine: Unreal Engine 5 (or Unity) – 1 tech lead

  2. Motion Capture Hardware & Software: OptiTrack / Vicon / Rokoko – 1 pipeline lead

  3. Physics / Hit-Reaction Solver – 1 engineer

  4. Procedural AI Tools & Data Pipelines – 2 engineers

  5. Version Control / CI/CD Systems – 1 engineer


Total Estimated Team Size: 68–72 people

Procedural AI handles dynamic tendencies, situational decision-making, and fight variation—making every boxer feel unique and unpredictable without pre-scripted patterns.


 

I. Core Development Team Gaps

  1. AI Programmers (behavior, tendencies, decision-making) – 3*

    • Impact: Without these, boxers cannot react intelligently or dynamically. Fighting patterns will feel repetitive or “scripted.”

    • Solution: Hire in-house or outsource to AI specialists with sports simulation experience.

  2. Procedural AI / Simulation Engineers – 2*

    • Impact: The game can’t dynamically generate unique boxer behaviors, adaptive strategies, or realistic in-ring decision-making.

    • Solution: Develop procedural AI systems layered on top of core behavior trees to create variability in fights.

  3. Commentary AI Integration – 2*

    • Impact: Commentary cannot respond to boxer tendencies, fight flow, or procedural events dynamically. Pre-recorded lines may feel disconnected.

    • Solution: Build AI-triggered commentary tied to in-game events and tendencies.

  4. AI & Behavior QA – 3*

    • Impact: AI bugs or unrealistic behavior will go unnoticed, breaking immersion.

    • Solution: Dedicated QA with knowledge of boxing rules and fight logic.


II. Animation & Art Considerations

  • SCI likely has animators, mocap, and technical art, but no dedicated AI-animation sync team.

    • Impact: Without AI-animation integration, procedural AI moves may clash with animation, causing foot sliding, stiff punches, or unnatural knockdowns.

    • Solution: Assign animators to work closely with AI engineers to ensure procedural AI drives realistic animation blending.


III. Boxing-Specific Specialists

  • SCI likely relies on a few consultants rather than full-time boxing experts.

    • Impact: Subtle aspects like judging nuances, stamina decay, punch accuracy, or strategic corner adjustments may be simplified or missing.

    • Solution: Maintain a core group of boxing consultants, ideally with regular access for testing AI behaviors and fight logic.


IV. Live Ops & Post-Launch Gaps

  • SCI may lack live balance analysts and telemetry experts focused on AI.

    • Impact: Post-launch, AI exploits, meta behaviors, or fight pacing issues won’t be corrected, reducing long-term realism.

    • Solution: Assign 1–2 telemetry analysts and gameplay designers to monitor AI performance and adjust tendencies dynamically.


V. Technology / Tools Gaps

  1. Procedural AI Tools & Data Pipelines – 2*

    • Impact: Designers cannot easily tweak tendencies, fight strategies, or AI learning curves.

    • Solution: Build a visual editor/dashboard for procedural AI settings and boxing tendencies.

  2. AI Testing & Simulation Environment

    • Impact: Without a controlled sandbox, testing AI at scale is impossible.

    • Solution: Create a simulation environment where AI can fight hundreds of matches to refine decision-making.


VI. Summary of SCI Gaps

Role / FunctionCountCriticalityNotes / Solution
AI Programmers3Very HighNeeded for behavior trees, fight logic, and tendencies
Procedural AI Engineers2Very HighHandles adaptive boxer behavior, randomization, and fight variety
Commentary AI Integration2MediumMakes commentary reactive to fight events and tendencies
AI & Behavior QA3HighTests AI consistency, realism, and edge cases
Procedural AI Tools / Dashboards2HighEnables designers to tweak AI without coding

Total Missing Team Members: 12–13 people


 

I. Core Engine & Physics Technology

  1. Game Engine: Unreal Engine 5 (or Unity, but UE5 preferred)

    • Realistic physics, animation blending, high-fidelity visuals.

  2. Physics Engine / Hit Reaction Solver:

    • Chaos Physics (UE5) or custom solver.

    • Models punch momentum, body rotation, knockback, knockdowns, and dazed states.

  3. Procedural Animation System:

    • IK/FK blending for dynamic punches, dodges, and reactions.

    • Integrates with procedural AI for unpredictable behavior.

  4. Ragdoll / Physics-Based Hurt System:

    • Used for realistic knockdowns, clinches, and unbalanced footwork.

  5. Collision & Body-Part Detection:

    • Per-limb hit detection (head, body, arms) with impact scaling for damage, stun, and knockdowns.


II. Advanced AI & Simulation Tech

  1. Behavior Tree + Utility AI Framework:

    • Governs decisions based on boxer tendencies, stamina, position, and punch risk/reward.

  2. Procedural AI / Fight Simulation Engine:

    • Dynamically generates unique strategies for each boxer.

    • Adjusts behavior in real-time based on opponent tendencies.

  3. Adaptive Stamina & Fatigue Modeling:

    • Realistic energy decay based on punches thrown, movement, and body shots.

  4. Knockdown & KO Prediction Engine:

    • Combines punch force, impact location, opponent’s chin, body condition, and fatigue.

    • Determines dazed states vs. full KOs.

  5. Dynamic Corner Advice AI:

    • Trainers advise AI boxers based on fight state, stamina, and momentum.

  6. Referee & Judge AI:

    • Implements real boxing rules, fouls, and scoring biases dynamically.


III. Animation & Motion Technology

  1. Full Motion Capture Pipeline:

    • Multiple cameras, full-body suits, facial capture.

    • Clean-up and retargeting software (MotionBuilder, Maya).

  2. Procedural Animation Blending:

    • Transitions between punches, blocks, slips, and reactions dynamically.

  3. Inverse Kinematics Systems:

    • Ensures hands and feet hit target positions naturally.

  4. Dynamic Weight & Momentum Simulation:

    • Animations respond to punch force, boxer mass, and movement speed.

  5. Cloth / Glove / Arena Physics:

    • Boxing shorts, gloves, and ropes respond to movement for immersion.


IV. Visual & Audio Technology

  1. Real-Time Skin & Sweat Shader System:

    • Simulates sweat, blood, and bruising dynamically.

  2. Dynamic Lighting System:

    • Arena lighting reacts to camera angles, punch flash, and slow-motion effects.

  3. Audio Event Engine:

    • Punches, footwork, crowd, referee, and commentary react dynamically.

  4. AI-Driven Commentary Engine:

    • Tied to procedural AI outcomes; adjusts dialogue based on fighter tendencies, knockdowns, or momentum swings.


V. Tools & Pipelines

  1. AI / Procedural AI Editor:

    • Visual dashboard for adjusting tendencies, punch probability, decision-making weights.

  2. Fight Simulation Sandbox:

    • Run hundreds of AI vs. AI matches for balancing and tuning.

  3. Replay System & Cinematic Tools:

    • Dynamically selects camera angles for KO shots and highlights.

  4. Telemetry Capture:

    • Tracks AI behavior, punch stats, stamina usage, and crowd reactions for debugging and balance.

  5. Version Control & CI/CD:

    • Perforce, Git, or Plastic SCM for large team workflows.


VI. Optional / Cutting-Edge Tech

  1. Machine Learning-Based AI Training:

    • AI can “learn” player patterns or historically modeled boxer styles.

  2. Procedural Crowd & Venue Simulation:

    • Crowd reacts to fight momentum and commentary dynamically.

  3. Dynamic Injury & Recovery System:

    • Models minor injuries, swelling, fatigue effects, or slow recovery in career mode.

  4. Online Fight Prediction Engine:

    • Balances matchmaking and adapts AI for multiplayer.


SCI Tech Gaps (beyond missing AI roles):

  • Procedural AI engine & tools *

  • Knockdown / KO physics solver *

  • Fatigue/stamina simulation engine *

  • Dynamic corner, referee, judge AI *

  • AI-driven commentary engine *

  • Machine-learning modules for adaptive AI *

  • Fight simulation sandbox *

  • Telemetry & analytics for AI tuning *


What would be the Ultimate Team:

The ultimate, no-compromises staff list to build an epic, genre-defining boxing videogame, one that gets mechanics, intelligence, presentation, and boxing culture right. This is the “if you want to do it properly” version.


 I. Vision, Leadership & Control (6)

  1. Executive Producer – 1

  2. Creative Director (boxing-first philosophy) – 1

  3. Game Director – 1

  4. Technical Director – 1

  5. Lead Boxing Consultant (former pro/trainer) – 1

  6. Live Product Director (post-launch realism & balance) – 1

Subtotal: 6


 II. AI, Procedural Systems & Simulation (THE CORE) (18)

  1. AI Director – 1

  2. Senior AI Engineers (behavior trees, utility AI) – 4

  3. Procedural AI / Simulation Engineers – 4

  4. Machine Learning / Adaptive AI Engineer – 2

  5. Data Scientist (telemetry, fight modeling) – 2

  6. AI Tools Engineer (designer dashboards) – 2

  7. AI QA Specialists – 3

What this enables:

  • Unique boxer personalities

  • Style adaptation mid-fight

  • No fixed metas

  • Real fight IQ

  • Era-accurate behavior

Subtotal: 18


 III. Gameplay, Combat & Physics Engineering (16)

  1. Lead Gameplay Engineer – 1

  2. Gameplay Programmers – 6

  3. Physics / Impact Solver Engineers – 3

  4. Animation Systems Engineers – 3

  5. Network Engineer (online precision) – 2

  6. Replay / Camera Systems Engineer – 1

Subtotal: 16


 IV. Animation, Mocap & Biomechanics (20)

  1. Animation Director – 1

  2. Lead Combat Animator – 1

  3. Combat Animators – 8

  4. Technical Animators – 4

  5. Motion Capture Director – 1

  6. Mocap Cleanup / Retargeting Animators – 3

  7. Sports Biomechanics Consultant – 2

What this enables:

  • Weight transfer

  • Balance loss

  • Real knockdowns

  • Non-scripted KOs

Subtotal: 20


 V. Character Art, Arenas & Visual Tech (16)

  1. Art Director – 1

  2. Character Artists – 6

  3. Facial Rigging & Expression Specialists – 2

  4. Technical Artists (performance, shaders) – 3

  5. Environment / Arena Artists – 3

  6. Lighting Artist (broadcast realism) – 1

Subtotal: 16


 VI. Audio, Commentary & Presentation (10)

  1. Audio Director – 1

  2. Sound Designers / Foley Artists – 3

  3. Crowd Simulation Designer – 1

  4. Commentary Writers – 2

  5. Commentary Systems Engineer – 2

  6. Cinematic Director – 1

Subtotal: 10


 VII. Boxing Authenticity & Sport Intelligence (10)

  1. Former Pro Boxers (varied styles) – 3

  2. Trainers / Cutmen – 2

  3. Judges (modern + old-school) – 2

  4. Referees (rules & behavior) – 2

  5. Boxing Historian / Analyst – 1

Subtotal: 10


 VIII. QA, Balance & Fight Integrity (14)

  1. QA Director – 1

  2. Gameplay QA Testers – 6

  3. AI Behavior QA – 4

  4. Balance Analysts – 2

  5. Exploit / Meta Analyst – 1

Subtotal: 14


 IX. Online, Live Ops & Community (10)

  1. Live Ops Engineers – 2

  2. Telemetry Engineers – 2

  3. Anti-Cheat Engineers – 2

  4. Community Manager (boxing-savvy) – 1

  5. Competitive Integrity Manager – 1

  6. Patch & Balance Designers – 2

Subtotal: 10


 X. Tools, Pipeline & Infrastructure (10)

  1. Tools Director – 1

  2. Engine Tools Programmers – 4

  3. Build / CI Engineers – 2

  4. Mocap Pipeline Engineer – 1

  5. Data Pipeline Engineer – 2

Subtotal: 10


 TOTAL ULTIMATE TEAM SIZE

130–140 people

This is not bloat.
This is what it takes to make boxing:

  • Think

  • React

  • Break down

  • Adapt

  • Feel dangerous

  • Feel earned

An epic boxing game is:

  • AI-heavy, not animation-only

  • Simulation-driven, not stat-driven

  • Boxer behavior first, graphics second

  • Built like a combat sport simulator, not a fighting game


A clear mapping of how the ultimate staff supports online play, competitive integrity, and a serious fan base, plus what would happen if those roles were missing.


I. Online Play Is Treated as a First-Class System (Not a Feature)

Dedicated Online & Competitive Roles (Already Included)

Network Engineer(s)

  • Low-latency input handling

  • Deterministic hit resolution

  • Rollback / hybrid netcode

  • Desync prevention for punch timing

Live Ops Engineers

  • Server-side tuning

  • Hotfixes without full patches

  • Seasonal rule adjustments

Anti-Cheat Engineers

  • Input spoofing detection

  • Timing manipulation detection

  • Animation cancel abuse prevention

Telemetry Engineers

  • Collect punch data, stamina usage, win conditions

  • Detect meta abuse and exploit loops

Competitive Integrity Manager

  • Oversees fairness, rulesets, ranked formats

  • Handles exploits, bans, and edge cases

 This means online boxing is designed, not patched in later.


II. Competitive Fan Base Is Supported by Design, Not Marketing

Systems That Competitive Players Expect

Deterministic Combat Logic

  • Same punch outcome offline vs online

  • No RNG masking skill gaps

Skill-Based Outcomes

  • Timing, distance, stamina, positioning

  • No stat inflation to protect casuals

Replay & Fight Analysis Tools

  • Punch accuracy

  • Stamina curves

  • Damage mapping

  • Judge scoring breakdowns

Meta Monitoring

  • Telemetry + balance analysts watch:

    • Punch spam

    • Defensive exploits

    • Overpowered styles

    • Network-abused tactics

 Competitive players trust the game because it explains outcomes.


III. Ranked, Casual, and Simulation Players Are Separated Properly

Multiple Online Rule Sets (Staffed to Support Them)

Ranked / Competitive

  • Tight stamina rules

  • Reduced assist systems

  • Strict judging

  • No exaggerated damage

Casual / Pickup

  • Slight forgiveness

  • More dramatic KOs

  • Faster pacing

Simulation / League Play

  • Real judging variance

  • Full fatigue modeling

  • Corner advice matters

  • Career logic mirrored online

These modes require:

  • Balance designers

  • Ruleset engineers

  • Live ops tuning

 The staff list supports all three without compromising any.


IV. Competitive Longevity Is Built In

Why This Team Prevents “Dead Meta”

Procedural AI + Telemetry

  • AI adapts to dominant online strategies

  • Helps identify exploits before players do

Seasonal Balance Philosophy

  • Small, explainable changes

  • Transparent patch notes

  • Boxing logic behind every tweak

Community Manager (Boxing-Savvy)

  • Translates dev intent to fans

  • Keeps boxing discourse informed

  • Prevents “devs don’t understand boxing” narratives


V. What Happens Without This (Why It Matters)

Without these roles:

  • Online becomes spammy

  • Meta collapses into 2–3 exploits

  • Casual and competitive players fight each other

  • Fans stop trusting outcomes

  • Boxing people leave first

That’s why online and competitive aren’t a department — they’re a pillar.



The staff list fully accounts for:

  • Online play

  • Ranked competition

  • Esports-adjacent communities

  • Simulation leagues

  • Long-term meta health

More importantly:

It treats boxing fans like intelligent participants, not customers to be distracted.

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