1. | The AI of Alien: Isolation | AI and Games #15 | 1,555,231 | | Alien: Isolation
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2. | Revisiting the AI of Alien: Isolation | AI and Games #50 | 953,593 | | Alien: Isolation
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3. | The AI of DOOM (2016) | AI and Games | 304,579 | Review | Doom 64
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4. | Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive | 297,761 | | Dark Souls
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5. | Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games | 258,340 | | Ghost Recon Wildlands
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6. | The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49 | 253,390 | Let's Play |
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7. | The Secrets of GoldenEye's AI Revealed | AI and Games | 224,978 | | GoldenEye 007
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8. | How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47 | 221,114 | | Halo Wars 2
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9. | The Secret Reward Systems of Dark Souls II | Design Dive | 192,822 | | Dark Souls II
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10. | Resurrection & Reverence: The Return of DOOM | Design Dive | 175,527 | | Doom Eternal
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11. | How Townscaper Works: A Story Four Games in the Making | AI and Games #65 | 167,643 | Tutorial | Townscaper
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12. | The Mario AI Competition (2009-2012) | AI and Games #03 | 160,238 | | Super Mario World
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13. | A History of AI Research in StarCraft | AI and Games | 156,748 | | StarCraft II
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14. | Behaviour Trees: The Cornerstone of Modern Game AI | AI 101 | 143,368 | | Alien: Isolation
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15. | How Forza's Drivatar Actually Works | AI and Games #60 | 139,510 | | Forza Horizon 5
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16. | How Traffic Works in Cities: Skylines | AI and Games #54 | 136,342 | | Cities: Skylines
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17. | Sandbox Assassin: The AI of Hitman (2016) | AI and Games | 134,526 | | Hitman
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18. | How AlphaStar Became a StarCraft Grandmaster | AI and Games #48 | 113,993 | Let's Play | StarCraft II
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19. | The Behaviour Tree AI of Halo 2 | AI and Games #09 | 113,083 | | Halo 2
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20. | Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive | 112,760 | | Aliens: Colonial Marines
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21. | DOOM 64 Revisited | Design Dive | 108,557 | Review | Doom 64
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22. | Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101 | 107,693 | | F.E.A.R.
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23. | AI 101: Monte Carlo Tree Search | 103,747 | |
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24. | The Director AI of Left 4 Dead | AI and Games #07 | 89,566 | | Left 4 Dead
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25. | Exploring the AI of Command & Conquer | AI and Games #53 | 84,998 | | Command & Conquer
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26. | The AI of Half-Life: Finite State Machines | AI 101 | 83,163 | | Half-Life
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27. | How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games | 80,932 | | Sea of Thieves
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28. | Behind The Systemic AI of Far Cry | AI and Games #16 | 80,507 | | Far Cry 4
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29. | Endure and Survive: the AI of The Last of Us | AI and Games #52 | 79,505 | | The Last of Us
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30. | The AI of BioShock Infinite's Elizabeth | AI and Games #19 | 78,960 | | Bioshock Infinite
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31. | The AI of DOOM (1993) | AI and Games #66 | 77,931 | | Doom
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32. | How Halo 3 Builds Large-Scale AI Battles | AI and Games | 77,133 | | Halo 3
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33. | How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51 | 72,196 | | Splinter Cell: Blacklist
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34. | The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games | 69,709 | | Horizon Zero Dawn
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35. | The AI of Dark Souls Revealed | AI and Games #75 | 69,054 | Show | Dark Souls
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36. | Behind the AI and Storytelling of Spec Ops: The Line | AI and Games | 68,261 | | Spec Ops: The Line
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37. | Why is It Difficult to Make Good AI for Games? | 64,863 | | Dota 2
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38. | Building Minecraft Villages with AI - The Generative Design in Minecraft Competition | AI and Games | 63,819 | | Minecraft
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39. | Remastering Classic Games with Texture Upscaling | AI and Games #61 | 62,638 | |
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40. | Videogame Discourse is Broken | Design Dive | 62,487 | | Cyberpunk 2077
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41. | The AI of F.E.A.R. - Goal Oriented Action Planning | AI and Games #01 | 62,371 | | F.E.A.R.
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42. | The Secret of Into the Breach's AI: Power in Simplicity | AI and Games #72 | 55,888 | Show | Into the Breach
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43. | How A Navigation Mesh Works in 3D Games | AI 101 | 55,409 | | Rainbow Six Siege
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44. | Procedurally Generating Manhattan for Marvel's Spider-Man | 50,731 | Show | Marvel's Spider-Man: Miles Morales
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45. | Director AI for Balancing In-Game Experiences | AI 101 | 48,465 | | Left 4 Dead
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46. | Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive | 45,454 | | StarCraft II
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47. | Why Titanfall 2 Rewrote Respawn's Legacy | Design Dive | 43,330 | | Titanfall 2
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48. | The AI of Batman: Arkham Asylum | AI and Games #02 | 42,251 | | Batman: Arkham Asylum
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49. | Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games | 42,244 | | The Division 2
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50. | Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games | 42,092 | | Tomb Raider: Underworld
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51. | Disposable Heroes: Respecting Veterans in War Games | Design Dive | 41,005 | | Battlefield V
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52. | Is Generative AI the Future of Game Development? | Artifacts #02 | 39,684 | Show |
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53. | Death Stranding's Biggest Problem? Teaching the AI to Walk | AI and Games #67 | 37,322 | | Death Stranding
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54. | How Utility AI Helps NPCs Decide What To Do Next | AI 101 | 36,073 | Let's Play | Dragon Age: Inquisition
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55. | The Dangers of AI, Microtransactions & Lootboxes | Design Dive | 35,695 | | Overwatch 2
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56. | Building Mario Levels with Machine Learning | AI and Games | 35,622 | | Super Mario Maker 2
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57. | The Legacy of GoldenEye 007 | Design Dive | 34,257 | | GoldenEye 007
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58. | Revisiting the Survival Horror of Resident Evil | Design Dive | 33,989 | | Resident Evil
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59. | The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games | 33,802 | | Horizon Zero Dawn
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60. | AI in Your Graphics Card: How DLSS Works | AI and Games #62 | 33,375 | | Death Stranding
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61. | Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games | 32,839 | | The Division 2
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62. | The Spreadsheet That Powers Civilian AI in Watch Dogs 2 | AI and Games #56 | 32,702 | | Watch Dogs 2
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63. | Case-Based Reasoning - AI 101 | 32,317 | |
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64. | The AI of Marvel's Spider-Man | AI and Games #74 | 31,896 | Show | Marvel's Spider-Man
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65. | The AI of Super Mario 64 | AI and Games #64 | 31,469 | | Super Mario 64
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66. | The AI of Shogun: Total War | AI and Games #21 | 30,204 | | Shogun: Total War
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67. | Building a Pirate's Paradise in Sea of Thieves | AI and Games | 30,068 | | Sea of Thieves
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68. | The Secret Behind Unexplored: Cyclic Dungeon Generation | AI and Games #57 | 29,755 | | Unexplored
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69. | The AI of Empire: Total War | AI and Games #22 | 28,803 | | Empire: Total War
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70. | Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive | 28,150 | | Borderlands 2
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71. | The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games | 27,994 | | The Division 2
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72. | The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41 | 26,529 | | Sea of Thieves
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73. | How DOOM Eternal Redesigned Push Forward Combat | Design Dive | 25,921 | | Doom Eternal
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74. | How Watch Dogs: Legion's 'Play as Anyone' Simulation Works | AI and Games Documentary | 25,570 | | Watch Dogs: Legion
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75. | The Thrill of Monster Hunter | Design Dive | 25,501 | | Monster Hunter Rise
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76. | How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games | 25,446 | | Sea of Thieves
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77. | F.E.A.R. - The Retrospective | 24,862 | | F.E.A.R.
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78. | Designing Realistic Horses in Red Dead Redemption 2 | AI and Games #63 | 24,605 | | Red Dead Redemption 2
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79. | How to Design Enemies That Fight to the Rhythm in BPM: Bullets Per Minute | AI and Games #55 | 24,577 | | BPM: Bullets Per Minute
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80. | The Best Games Engines for AI (2019) | AI 101 | 24,305 | | Half-Life 2
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81. | Analysing the AI of The Last of Us Part II | AI and Games #70 | 24,087 | Show | The Last of Us Part II
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82. | Games By ANGELINA, the AI Game Designer | AI and Games #20 | 23,815 | |
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83. | How Machine Learning is Transforming the Video Games Industry | AI 101 | 22,803 | Show |
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84. | Why Earth Defense Force is the Perfect Videogame - with guest Rami Ismail | Design Dive | 22,154 | | Earth Defense Force 5
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85. | How Dark Souls AI Can 'Die' All Over Again | 21,642 | | Dark Souls
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86. | Why Halo Infinite's Bots Play More Like Humans | AI and Games #71 | 21,331 | Show | Halo Infinite
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87. | 300,000 rats on-screen at once! | 21,314 | | A Plague Tale: Innocence
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88. | The 10-Year Journey of Ultima Ratio Regum: The Culture Generating Roguelike | AI and Games #58 | 21,138 | | Ultima Ratio Regum
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89. | How Resident Evil 4 Transformed Horror Games | Design Dive | 20,530 | | Resident Evil 4
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90. | How AI is Actually Used in the Video Games Industry | 20,135 | Show | Bioshock Infinite
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91. | The Quest for AI Game Designers | AI and Games #13 | 20,004 | |
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92. | The Campaign AI of Total War: Rome II | AI and Games #23 | 19,881 | | Total War: Rome II
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93. | How Gran Turismo's 'Sophy' Actually Works | AI and Games #68 | 19,586 | | Gran Turismo 7
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94. | Training the Shadow AI of Killer Instinct (2013) | AI and Games #18 | 19,383 | | Killer Instinct
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95. | How Barks Make Videogame NPCs Look Smarter | AI 101 | 19,139 | Vlog | God of War
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96. | Coming June 2025: Alien: Isolation - The Retrospective | 18,228 | | Alien: Isolation
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97. | HTN Planning in Transformers: Fall of Cybertron | AI and Games #14 | 18,148 | | Transformers: Fall of Cybertron
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98. | Building Companion AI in Far Cry Primal | AI and Games | 16,995 | | Far Cry Primal
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99. | Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games | 16,858 | | The Division 2
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100. | Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games | 16,625 | | The Division 2
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