Building giant and ambitious games
Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More Elvis Presley once said, “Ambition is a dream with a V8 engine.” Brendan Greene, the creator of PlayerUnknown’s Battlegrounds (PUBG), has a lot of ambition. His battle royale game, inspired by the Japanese film Battle Royale (2000), has sold more than 80 million copies. And one of Greene’s ambitions is doing something important like that again in video games. And so he just announced that his PlayerUnknown Productions is resurfacing after years of development with a three-game plan to bring on the next generation of survival games. And it’s ambitious. I talked to Greene, who is known as PlayerUnknown, about it in an exclusive interview. It’s down at the bottom of this introduction and I hope you like it. At the end, I asked him about ambition. Greene got the idea from the movie that he could stage a battle where 100 people would compete with each other. With each player eliminated, the battle space would get smaller until the last two were battling it out in a very small circle. The last one standing was the winner. Greene first created a “mod” called DayZ in the Arma universe. Then he teamed up with South Korea’s Krafton to make PUBG. The game debuted in 2017, disrupted shooter games like Call of Duty. On the strength of PUBG’s 80 million in sales, Krafton went public and Greene became wealthy from that. That gave him the money to work on something even more ambitious. Brendan Greene is the creator of PUBG and he is on to his next survival project. I had a front row seat to this plan. Greene went off on his own to create a new startup, PlayerUnknown Productions, in 2021 to make a gaming survival world that was a lot like a metaverse. Then he gave me a scoop on his ambitions. Without anything to show me except a screenshot at the time, Greene said was creating a world called Prologue that had a huge amount of terrain — about 100 square kilometers. That world, bigger than just about any existing game world, would be a test where players would drop into the world and try to survive until they exited the world in a given spot. It would be different every time they dropped into it. Now Greene has released a video that describes his intentions more concretely. Prologue now has a real preview in the video and the world looks very realistic, with trees and grasses swaying in the wind. And it’s still a huge world, fashioned with machine learning and AI tools. The aim is to release it sometime in the middle of next year as a single-player game for people to try to survive. AI will generate the terrain of Prologue. The challenge is that the open-world of Prologue will be an emergent place, where anything can happen and the weather will get progressively worse. It may seem simple to get to the exit point on the map, but it’s likely going to be hell getting there. Then there will be something else. The company will do a shadow drop of the company’s free tech demo, called Preface: Undiscovered World, showcasing its in-house game engine called Melba. Preface will be able to generate terrain for an Earth-size virtual world, using very little in the way of computing resources. This demo aims to provide users with an early look at the innovative technology that will power the subsequent titles in the series, and eventually a third game called Project Artemis. Project Artemis is the large-scale end goal project of the series. As described in the past, Greene sees this as an Earth-size world where players can drop in and create their own gaming experiences in different sections of the world. We don’t use the word metaverse so much anymore, but that’s what it seems like to me. The journey to get there could take another five or ten years. In the video, Greene said he embarked on Prologue three years ago and “then life happened” and it has taken three years to get it into a solid and breakthrough shape. Now the company can start sharing it and getting feedback “to make it into really something different.” In our interview, Greene said that the team started pulling together when Laurent Gorga joined as CTO. About a year ago, Gorga started putting in motion a process that enabled the team to make a lot more process. While they were making the tech, the team would now create frequent builds to test the tech on a granular level. They started making enough progress so that they started scheduling the timelines for Prologue and Preface. And they talked about it in a video stream on December 6, during the PC Gaming Show. It made a lot of jaws drop. Prologue is expected to drop into early access on the second quarter of 2025. Here’s a view of Preface, another test of technology from PlayerUnknown Productions. “When I started this I was trying to make a larger open world experience than most people made, and we tried to provide a couple of years and we found a way to do that,” Greene said. “We essentially reinvented how you create these worlds using machine learning technology, using natural earth data to generate” the terrain. Now the company is ready to test this terrain, which will form the basis for the larger worlds. He said the team broke the journey into three stages. The first job was to fill out the terrain of the world. The second was to fill that terrain with lots of interaction when scaling up. And then third, the goal was to pull a bunch of those players onto the world, Greene said. The company will keep enhancing Prologue with its current game engine and then it will move it over to the next version of its game
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