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Tommy Thompson

@tommy.aiandgames.com
2.4K followers 501 following 1.8K posts

That Scottish AI and games guy... __ Founder of @aiandgames.com Game AI Programmer & Consultant Public speaker, educator, nuisance BAFTA Connect He-Him, PhD -- Weekly Newsletter: aiandgames.com YouTube: youtube.com/@aiandgames

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Tommy Thompson @tommy.aiandgames.com · 09/10/2026
Apparently being riddled with some sort of horrid flu is exactly the right brain wavelength for me to just sit down and smash out the final boss of Dark Souls III. Okay, I deserve a cup of tea now...
Praising the sun against the eclipse backdrop of the final boss- the Soul of Cinder - in Dark Souls III.
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Tommy Thompson @tommy.aiandgames.com · 08/10/2026
Ok yeah fuck all yer AI games EDF 5 is out on Switch 2 today.
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Tommy Thompson @tommy.aiandgames.com · 27/09/2026
Also I didn't realise until I moved down London way that the big shopping centre in Stevenage was designed by the same architects who did a lot of these places up north. Proper PTSD wandering through there one afternoon a year or so back. Thankfully they've long since knocked it down back home.
Linwood shopping centre probably late 2000s before it was knocked downStevenage shopping centre. Still going today.
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Tommy Thompson @tommy.aiandgames.com · 26/09/2026
Mate, you subscribed to me. That's kind of on you at this point. Not had any hate mail in a while so this was refreshing.
Angry email saying:

"I hope you die of fucking cancer you idiot bitch i dont give a fuck n***er
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Tommy Thompson @tommy.aiandgames.com · 17/09/2026
That's a wrap on this week's work over at Riot. Had a blast. Lots of fun, some great conversations (that I can't talk about), and now gotta fly all the way back to the UK. Throw a prayer to the travel gods.
Me standing at the entrance lobby of Riot's LA office
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Tommy Thompson @tommy.aiandgames.com · 13/09/2026
"Our AI upscaling is nothing like Nvidia's". Describes an architecture which is essentially how early versions of DLSS operated. Yes they're technically not the same, but I do enjoy watching companies try to avoid suffering the same heat as Nvidia despite using the same core technologies.
"Our networks are not generative, so they're not from the same nature as the latest DLSS model," he says. "Our networks are convolution type networks, which means that they don't imagine anything, they don't create anything, they just kind of know what things need to look like. So we've trained our networks on real content, but we have also trained them in a way on data sets which allow us to actually make our networks open and public. So all of our networks, our resolution networks, our frame rate generation networks, all of those networks are public and open on GitHub and on Hugging Face.
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Tommy Thompson @tommy.aiandgames.com · 13/09/2026
Off on another trip out to the US for work. Had originally planned to dip into Onimusha on the flight but got sent a key for SPRAWL zero and desire for early 2000s FPS is intensifying.
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Tommy Thompson @tommy.aiandgames.com · 10/09/2026
Props (and thank you) to Ben, I think this is the best introduction I've ever received in an article.
He has another talk in about twenty minutes. When he reaches the stage, he will describe himself as fuelled by coffee and “a little bit of existential anger”. Thompson has worked in game AI for twenty years and runs AI and Games. The technology has finally become fashionable enough to ruin his schedule.
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Tommy Thompson @tommy.aiandgames.com · 28/08/2026
The one booth where I could squeeze in time was Stage Tour - the new Guitar Hero - because @arndreth.bsky.social and @msiemonsmeier.bsky.social had become regulars at the booth playing for TWO HOURS on Wednesday (It's really good, if you loved Guitar Hero it's exactly what you want)
Matthias and GabrielA bunch of 40+ year old men strumming their plastic instruments
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Tommy Thompson @tommy.aiandgames.com · 26/08/2026
Send help, she's here...
Holding the emergency phone from Alien Isolation 2
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Tommy Thompson @tommy.aiandgames.com · 25/08/2026
The first ever AI Summit at Gamescom Dev hosted by @conference.aiandgames.com was a huge success. Really appreciate the trust placed in us to run two tracks on AI that will appeal to the audience. Good content and people is paramount! Next stop: AI and Games Conference in November!
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Tommy Thompson @tommy.aiandgames.com · 16/08/2026
I've refused age verification on any platform given a) they already have enough data to infer my age and b) fuck you and the idiots who came up with this shite. So was rather amused when Xbox messaged with "well you were playing Gears of War and EDF2017 in 2007 so that must mean you're an adult?"
Message from Xbox sent via the console messaging system that reads: 

Due to longstanding account activity, we've estimated your Xbox profile to be an adult account and updated its age verification status to "Verified." You are no longer required to complete full age verification for uninterrupted access to social features on Xbox. While no further action is required, you can update your privacy and safety settings on Xbox at any time. For more information click "Learn more" below.
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Tommy Thompson @tommy.aiandgames.com · 14/08/2026
Mate I ain't missing shit.
LinkedIn notification that says 'Missed Notifications'
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Tommy Thompson @tommy.aiandgames.com · 11/08/2026
The phrase "NO! Not that kind of AI." done in the style of "Now That's What I Call Music!"
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Tommy Thompson @tommy.aiandgames.com · 09/08/2026
Hit the gym. Went outside. Touched grass. Picked strawberries. Now hiding indoors with iced coffee. Solid Sunday.
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Tommy Thompson @tommy.aiandgames.com · 30/07/2026
Nothing more amusing (for everyone else) than listening to a Scotsman yell at a computer.
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Tommy Thompson @tommy.aiandgames.com · 01/07/2026
Don't you love how Sony have just fucked their audience so badly this generation? The only reason they get away with it is because Xbox have been so bad that they simply do not present any meaningful competition.
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Tommy Thompson @tommy.aiandgames.com · 27/06/2026
Plus a fun teaser: when I was out doing consultancy work with Riot Games in May I got to record two episodes in their content creation studio which was great fun.
Sitting with Wes Kerr in Riots content studio
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Tommy Thompson @tommy.aiandgames.com · 26/06/2026
"'No Way to Prevent This,' Says Industry Whose Behaviour Ensures This Regularly Happens" Brought to you courtesy of @videogameschronicle.com
Headline about Sony and Bungie shafting their devsHeadline about Tim Sweeney being a right wankMicrosoft conveniently ignoring that their AI hype is the reason that an Xbox bought in 2025 has retained more value than their stock price.
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Tommy Thompson @tommy.aiandgames.com · 18/06/2026
Big congrats to @georgeosborn.bsky.social on launching Power Play: a deep dive into the exploitation of video games for political gain. It was a huge effort in getting this book out the door and I'm very proud of him for smashing it out. Go check it out at: www.hachette.co.uk/titles/georg...
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Tommy Thompson @tommy.aiandgames.com · 06/06/2026
Given I know someone will ask, 3291 games released (or releasing) in 2026 have AI disclosures against the 10401 games already out this year. So that's 32% of all games this year with a Gen AI flag. 2024 was 22%. My guess is Steam AI disclosures will increase at least 50% YoY to over 6000.
Steam Game Releases by Year
2024: 185828
2025: 21439
2026: 10401
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Tommy Thompson @tommy.aiandgames.com · 06/06/2026
Holy McFuckSticks I am prepping a new presentation for Monday and the Steam AI disclosures for 2026 since March have increased from 1423 to 3291: another 131% increase. But again, the review counts are telling. 65% of these games have fewer than 10 reviews. A slop trough that nobody's buying.
Steam AI Content Disclosed Game Releases by Review Count
2024: 2186
2025: 4703
2026: 3291
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Tommy Thompson @tommy.aiandgames.com · 05/06/2026
CEO lists use cases that show nobody thought this through. You're on the phone waiting to speak to your health insurance provider and the AI is asking what you know about 17th century poets. I don't fucking know AI Karen. I'm in the hospital needing an operation. I have bigger problems right now!
'Imagine like giant animatronic robot say. perhaps, Optimus Prime?] walking around in a theme park and entertaining guests as theyre waiting in line. Suddenly, your one hour wait ir line becomes a really fun and delightful and engaging experience, she says. "Imagine youre waiting on hold for a customer service agent playing a voice game of Trivial Pursuit. Suddenly you wouldn't mind vour 10 minute wait. You might actually be like, 'wait, I haven't finished. At its most basic, there storytelling experiences with infinite branches. where. because these experiences are new and additive, they're dynamic, thev 're personalized. You can take a story in any direction.
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Tommy Thompson @tommy.aiandgames.com · 29/05/2026
So if you wondered why I stopped doing livestreams on Thursdays, it's cause I was running online training sessions with the good folks at Riot! Just wrapped a crazy couple of days on site in LA running a workshop. Great fun and hopefully we can do it all over again. But for now, flight, sleep!
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Tommy Thompson @tommy.aiandgames.com · 10/05/2026
Being chipping away at Dark Souls 3 since the end of January. Have a lot of thoughts about it as both a follow up to the original and Bloodborne. No doubt I'll make a video about it. But every now and then they drop an area like Lothric Castle with the Dragonslayer Armour boss, and it just clicks.
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Tommy Thompson @tommy.aiandgames.com · 05/05/2026
Caught a preview screening of The Sheep Detectives at the weekend. It's a good laugh but... The premise that Hugh Jackman is murdered doesn't hold up when you see he's still Wolverine levels of jacked under that coat.
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Tommy Thompson @tommy.aiandgames.com · 27/04/2026
I love comments like these: 1) Expecting something simple means you don't understand the problem. 2) Game dev is hard. 3) They're not curing cancer because, I dunno, it's not their skillset? Just because my coffee is a bit pretentious doesn't mean the barista should go and become a physicist.
YouTube comment on my video on pathfinding in Alien Rogue Incursion by user soulshinobi:

"Way more complicated than expected, why aren't these people just curing cancer instead."
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Tommy Thompson @tommy.aiandgames.com · 23/04/2026
Makes flippant remark. Double checks YouTube analytics. Yup, here we go again!
Currently top 3 most watched videos last 48 hours on the AI and Games YouTube channel are all Alien Isolation related.
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Tommy Thompson @tommy.aiandgames.com · 22/04/2026
Some absolutely banging indie games in recent weeks. Still haven't had a chance to crack open Pragmata. Maybe I'll stream it at the weekend. While Vampire Crawlers will get all the exposure for sure, Replaced and Aether & Iron are great. Plus I'm still chipping away at Killing Stone and Raccoin.
List of recently played games on Steam: 
Vampire Crawlers
Replaced
Aether & Iron
Balatro
The Killing Stone
Dead by Daylight
Raccoin 
STALKER: Enhanced Edition
Resident Evil: Requiem
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Tommy Thompson @tommy.aiandgames.com · 06/04/2026
Like what the fuck is this shit!?!? Everybody knows this pub is never this busy. Except maybe when the hordes of the damned come to visit???
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Tommy Thompson @tommy.aiandgames.com · 06/04/2026
One of the local old man pubs is running an advert in the town magazine for it's annual beer festival and they've used generative AI to make it look like it's this bustling centre of brewing culture. This nightmare fuel is sending me. I just love it.
A nightmare image of fake ai generated people in front of an old man's boozer
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Tommy Thompson @tommy.aiandgames.com · 26/03/2026
Plus next week I'll be releasing part one of this series as a video on the YouTube channel as well. In case you'd rather just watch/listen to me dole this out than sit and read another 10,000 word essay.
Thumbnail for next week's video: 'Game AI's Existential Crisis (Part 1)'
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Tommy Thompson @tommy.aiandgames.com · 25/03/2026
If you're wondering about the slop problem on Steam this year... oh boy. When I prepped a talk for @gamerepublic.bsky.social's event on Jan 28th, the number of 2026 games with AI disclosures was 268. Checking today (March 25th) for a talk next week, it's at 1423. A 430% increase in 2 months.
Games each year with AI disclosures:
2024: 2156
2025: 4319
2026 ongoing: 1423
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Tommy Thompson @tommy.aiandgames.com · 22/03/2026
Ah I see Crimson Desert is the latest to run the 'gen AI art was temporary and we forgot about it' excuse. If you actually forgot about it, then you lack appropriate studio policies for using genAI tooling. But then they conveniently only added the AI disclosure to Steam earlier today.
We would like to address questions regarding the use of AI in Crimson Desert.

During development, some 2D visual props were created as part of early-stage iteration using experimental AI generative tools. These assets helped us rapidly explore tone and atmosphere in the earlier phases of production. However, our intention has always been for any such assets to be replaced, following final work and review by our art and development teams, with work that aligned with our quality standards and creative direction.

Following reports from our community, we have identified that some of these assets were unintentionally included in the final release. This is not in line with our internal standards, and we take full responsibility for it.

We also acknowledge that we should have clearly disclosed our use of AI. While these tools were primarily used during early production, with the expectation that these assets would be replaced prior to release, we recognize that this does not excuse the lack of transparency.

We sincerely apologize for these oversights.

We are currently conducting a comprehensive audit of all in-game assets and are taking steps to replace any affected content. Updated assets will be rolled out in upcoming patches. In parallel, we are reviewing and strengthening our internal processes to ensure greater transparency and consistency in how we communicate with players moving forward.Generative AI technology is used in a supplementary capacity during the creation of some 2D prop assets.
Any such assets are replaced through our production pipeline by our art and development teams, ensuring they meet our quality standards and creative direction.
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Tommy Thompson @tommy.aiandgames.com · 21/03/2026
⛔ Getting annoyed posting about DLSS5 again. ✅ Spending my morning coffee writing about Resident Evil 4 for the history chapter of my Game AI course.
Screenshot of RE4 with caption: "Resident Evil 4 pivoted the series survival horror tropes into a more terror-laden and action focussed experience that was a critical and commercial hit."

10.6.2 Responding to Player Performance
Capcom’s beloved Resident Evil franchise was transformed in 2005 courtesy of the fourth main entry in the series coming to the Nintendo GameCube. The series had become renowned for its deliberate and often obtuse orientation and design. Characters moved in an almost tank-like fashion, and players had to consider the character’s orientation relative to fixed camera points. This drove much of the...
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Tommy Thompson @tommy.aiandgames.com · 18/03/2026
DLSS 5 reveal going on well, then.
1.1M Views
15.2K Comments
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82.4K Dislikes
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Tommy Thompson @tommy.aiandgames.com · 16/03/2026
Integrating the NVIDIA face renderer into DLSS was always going to be dicey - and I'm surprised they tried tbh. It fails at the first hurdle: the upscaled re-faced Grace Ashcroft should at least look like the high-res version of her, be it in-game or in marketing. These are two different people.
Grace Ashcroft in RE9AI upscaled Grace with Nvidia's neural face rendering, showing a different face structure, eyes and mouth.
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Tommy Thompson @tommy.aiandgames.com · 14/03/2026
Plus I've had confirmation that later this year we're going to see maybe two, possibly three AAA games announced that use generative AI in a far more substantial way. (I don't know anything about the games or studios, I just know who the AI suppliers are) The next wave is coming. As I predicted.
#4 The First AI-Native Title from a AAA Studio/Publisher Will Be Announced*

As mentioned we’ve seen a slew of AAA titles that have used generative AI to some degree - largely with disdain and outright revulsion from the gaming masses - but there is very little that is what hype-merchants refer to as ‘AI-Native’: meaning that the gameplay experience requires generative AI technology to work.

We have been hit with demo, after demo, after demo, advocating for these ideas, but of course it’s a lot of work to get from these rather limited experiences to a full gameplay. For AAA games studios in particular, you’re typically talking a 3-7 year window for any project to go from initial concept to release. So with generative AI only really blowing up in 2023, we’re still in that phase where any AAA game built with generative AI for gameplay is still in development. I think 2026 is the year we’re going to see a AAA game get announced that is AI-native.
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Tommy Thompson @tommy.aiandgames.com · 14/03/2026
Don't think every other live service shooter or RPG maker who has thousands of lines of dialogue aren't contemplating shipping with a system like this, which in turn drives down the rates for voice actors. I wrote about this last year: www.aiandgames.com/p/arc-raider...
Some studios will opt to only use commercial AI voice models either because they can’t afford voice actors, or simply don’t want to pay for them.

    Think small indie teams, and in the latter case mobile studios.

Some studios will insist on only using real human performances as a matter of principle.

Most studios will pay for voice actors for key sequences (cutscenes) and aim to have the rest achieved via TTS with trained models on a reduced fee.

    Balancing quality for key moments with cost-effective implementation elsewhere.

    This is pretty much what Embark has done with Arc Raiders. 

A handful of studios will opt to put more than 50% of their VO budget towards use of celebrities such as sports professionals, and actors from film and television, and have the rest of the voice work be TTS implementations by trained voice actors.

    i.e. Remember when Bethesda splashed all their VO budget on Patrick Stewart for the first 5 minutes of Elder Scrolls: Oblivion? Imagine that, but a lot worse.
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Tommy Thompson @tommy.aiandgames.com · 12/03/2026
Meanwhile as I've reported before, AI disclosures have skyrocketed in the past two years. 22% of all released games in 2025 disclosed use of generative AI. Hell, it's at 1154 for 2026 already. When I looked this up just *three weeks ago*, we were at 750. Discoverability is tanking thanks to slop
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Tommy Thompson @tommy.aiandgames.com · 12/03/2026
So to put that into context. 5863 games earned $100k in 2025. Meanwhile 20,008 games were released in 2025. - Compare this just to games released in 2025? 29% - Versus all games on Steam since 2020? 6.8% - Versus all games on Steam? 4.8% And we're supposed to believe that's *good?*
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Tommy Thompson @tommy.aiandgames.com · 11/03/2026
My full breakdown is behind the paywall (please help support our work in fighting back against this bullshit), where I look at how the Lords have advocated for IP protections, a proper licensing market, strengthening of copyright, and building sovereign AI efforts that show good practice.
Perhaps most encouraging is the House of Lords reports in their own consultations that many are in agreement that while we should seek to have transparency disclosures similar to the EU AI Act, many felt they’re don’t go far enough - a point I largely agree with. There is a need for even more granularity on how copyrighted works are adopted as part of training.

This leads to a broader discussion of the viability of it all, and also highlighting the inappropriate behaviour of big tech. While some bodies ask for a virtual line-by-line breakdown of every URL visited - which is arguably quite easy to produce - Google argued that “you are asking us to summarise the internet” - which speaks to the level of theft that has occurred in training their generative models. Meanwhile OpenAI expressed concerns over how this would expose “[AI] model developers’ trade secrets”.
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Tommy Thompson @tommy.aiandgames.com · 11/03/2026
The House of Lords tore them a new one in this report. Highlighting that this "tacit acceptance" of IP exploitation by AI companies will do nothing to serve the UK's creative economy, and instead only harm a sector that is significantly larger than the UK's AI sector.
In summary, it’s pretty damning. The House of Lords calls out the previously advertised plans of the government as means to “drift towards tacit acceptance of large-scale, unlicensed use of creative content”. With any gains being made from this arrangement being given “to a small number of US-based firms while harms to UK creators grow.”

Yeah, they did not mince their words.

The house has made six suggestions on where the government should go next. Amongst those we find the following:

Setting out clear guidance on AI and copyright that will remove rights for companies scrape data in an opt-out model.

Set out protections both for ‘deepfakes’ and digital clones, but also necessary transparency obligations for training AI models.

Establish a market for licensing UK IP for AI companies should they wish to use it, and work to prioritise development of UK-based AI models.
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Tommy Thompson @tommy.aiandgames.com · 11/03/2026
Let me stress 11k is A LOT for this kind of consultation. The last major generative AI consultation back in 2024 received around 250 submissions. As reported last year, this caught the government off guard, to a point that now they "have no preferred option" on what to do on AI legislation.
Since the consultation closed in February of last year, the government has been working to push forward with its initiatives, albeit with a bit of a reset given the overwhelming consensus on AI licensing, but also a change of minister in charge. Having spent just over a year in office Peter Kyle MP moved from his position as Secretary of State for the Department of Science, Innovation and Technology (DSIT), and moved into a new role as Business Secretary. It was news I welcomed at the time, given Kyle had shown zero effort to actually engage with the creative industries, yet had numerous meetings with virtually every major player in AI. Perhaps unsurprising that his opinions seemed a little skewed towards screwing over IP holders in pursuit of sunny uplands.
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Tommy Thompson @tommy.aiandgames.com · 10/03/2026
I love that I have achieved the status of being blocked on BlueSky both for working in AI, but also hating AI. I am hated by all sides. 😂
I am on two block lists: one for "AI Haters", the other "Trash to Block", because I write about AI.
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Tommy Thompson @tommy.aiandgames.com · 08/03/2026
For the Game AI course I crowdfunded, I'm writing a chapter of the course 'textbook' on the History of Game AI. Still a work in progress, but it's 30+ pages long and summarises CPU opponents in games from the 1950s right up to today. Lotta fun to write. Anyone fancy a longer standalone version?
modern PC games at a time when most were still developed for MS-DOS. Released in August of 1996 - confusing I know - the port was the last project Newell worked on at Microsoft, leaving but four days alongside colleague Mike Harrington to found their own game development studio called Valve.
Throughout the early to mid-90’s PC gaming was expanding into more adventurous and mechanically rich genres. Space combat flourished with Wing Commander sequels and LucasArts own take on the genre through the Star Wars franchise - with 1993’s X-Wing and 1994’s TIE Fighter 15. Meanwhile first-person shooters began to dominate the PC space; Raven Software’s Heretic (1994) and Hexen: Beyond Heretic (1995) - shown in Figure 10.10 - were built on id Softare’s DOOM engine pivoted from science fiction and demons to dark medieval fantasy and well, demons.
Meanwhile other companies were cashing in on the DOOM craze, ranging from the sublime Rise of the Triad (Apogee Software16, 1995) to the ridiculous William Shatner’s Tekwar (Capstone Software, 1995). But arguably the third major ‘pillar’ of the PC community, and one that is very important in the space of Game AI, was in real-time strategy (RTS) games
In contrast with the modern day, many of the earliest video games were limited by the resources available. The very first games emerged not long after the first electronic computers, but at the time the level of computational resource was highly limited, and achieving even a basic level of functionality was often the focus. Hence any CPU-based opponents were incredibly limited, or simply did not exist at all! In addition, computers were not a mass-market item, and hence many of the earliest video games were built on custom-made and bespoke hardware, often with high production costs given these devices were typically intended for scientific research.
They were simply not suitable for broader commercial distribution due to their inherent complexity, their size - with many being taking up entire rooms - and manufacturing costs that could be in the millions!S.T.A.L.K.E.R. builds on many existing Game AI systems to bring it’s own innovation, a world full of NPCs that continue to exist outside of the player’s purview. A necessary by-product of how video games are designed and built is that NPCs are seldom being processed in core game loop unless they’re in the same region as the player. For example, when playing a level of DOOM, the game only keeps the active level in memory, and is updating the game logic for enemies in that level. It doesn’t make sense to process neither the behaviours of any surviving NPCs in the previous level, nor those of enemies appearing in the next one. It’s a waste of CPU and memory resources. While this made sense in games with a fixed level structure, it introduces problems for games that take place in larger open-world spaces. The solution used in series such as The Elder Scrolls and Far Cry is to limit the range of the number of active NPCs in proximity. Loading in critical NPCs based on map region, and then active combat NPCs only existing within a fixed radius of the player’s location. This helps keep the experience within immediate vicinity of the player remain consistent, and ensuring the game’s performance remains at an acceptable level, but at the expense of having any meaningful action taking place anywhere outside of that radius
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Tommy Thompson @tommy.aiandgames.com · 13/02/2026
Game AI Uncovered volume 4 is out now, and I'm excited to say I contributed to see the series once again with a chapter on AI character design. So excited in fact, that until last week I forgot that my writing would appear in this volume! Looking forward to reading all the other chapters!
Cover of the bookOpening page of my chapter: A Beginners Guide to AI Character Design
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Tommy Thompson @tommy.aiandgames.com · 13/02/2026
Huge congrats to @mackeza.bsky.social on the release of 'Super Nintendo'. Had this pre-ordered for months and very much looking forward to it.
Photo of my copy of Super Nintendo: How one Japanese company helped the world have fun.
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Tommy Thompson @tommy.aiandgames.com · 12/02/2026
I've been ploughing through @jasonschreier.bsky.social's ‘Play Nice’ this past week. It's an excellent read, even if you have no real affinity for Blizzard. I was just thinking how I've played nearly all of Blizzard's releases from the past 30 years, but none have ever really stuck with me.
Front cover of 'Play Nice: The Rise, Fall, and Future of Blizzard Entertainment'
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Tommy Thompson @tommy.aiandgames.com · 28/01/2026
On the train(s) to Manchester for @gamerepublic.bsky.social's '2026 Trends and Opportunities' event in Manchester. I'm hosting an AMA on the @aiandgames.com YouTube community tab while I'm traveling. Send in a question! youtube.com/post/Ugkx9cv...
Tis me. Wearing sunglasses. At the train station.
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