Some years ago I interviewed for a job as an artificial intelligence programmer working on the latest title in a well-known RPG franchise. During my tour of the studio, the producer showed me the latest build of the game. The engine was fairly far along and there was at least some content - a world with buildings, liberally populated with character models. But lacking any AI, the characters simply stood around, unanimated, like so many statues. It would have been my job to add the AI to drive animations on the models, and then game systems governing their interactions with the players. In the end, I chose to go with a different company, mainly for real-life practical reasons. But the image of those static characters, and the opportunity to breathe life into that frozen tableau, was very tempting. It was difficult to turn down that job! (They also had crab cakes in the cafeteria at lunch… very difficult to turn down that job.)
That particular road-not-taken was an example of what I’ll call “gameplay integration”. Gameplay integration involves taking different pieces contributed from different areas of the team - art, design, and perhaps other engineers - and putting them together to create gameplay. These programming tasks typically include a generous dose of artifical intelligence work, plus input processing/player control and often some user interface work. It’s essentially where the end result, the player experience, is born. For me, it is one of the most enjoyable aspects of game programming. Our Thinglefin project has ample opportunity for this kind of work, and a recent task made me recognize two distinct pleasures that it can bring.


