With this new idea fixed in his mind, Weaver started experimenting, trying to find a fit for his fairly unconventional design. "I've always enjoyed setting up battles and playing around with AI. “While testing battles scenarios, I couldn't help but notice how much fun I was having," he says. This revelation lead to a completely new concept for his game, the idea that would eventually crystallize into UEBS. Eventually I came up with some solid algorithms, which allowed me to render vast amounts of characters, potentially more than had ever really been done in a game.” While making the game, one of my goals was to have massive battles, so I started researching ways to increase character count. “My last title was The Last Sniper, a VR game for the HTC Vive. “Originally I was looking to build an open world game for VR,” Weaver says. UEBS is a sandbox for the most massive, ridiculous combat scenarios you can envision, and it's already found a large audience after its recent early access release. Or how a lone Medieval knight would deal with 20,000 furious chickens. Or how 1,300 WWII soldiers would hold out against a horde of 30,000 zombies. Or see how the 300 virtual Spartans would fare versus 20,000 virtual Persians. Imagine being able to restage the most memorable combat sequences from Game of Thrones or Lord of the Rings. While other games had done large scale battles, none of them had reached the sheer size he envisioned. That was exactly the issue confronting Robert Weaver, the developer and programmer behind the one-man operation Brilliant Game Studios, when he began designing his latest creation, Ultimate Epic Battle Simulator (not to be confused with Landfall Games' Totally Accurate Battle Simulator).
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