The creator of PUBG is working on a new shooter with 100 versus 100 combat in AI-generated worlds

The creator of PUBG is working on a new shooter with 100 versus 100 combat in AI-generated worlds

Brendan Greeneknown internationally as PlayerUnknown for being the creator of PUBG:Battlegroundshas shared his study plans, PlayerUnknown Productionsto develop an ambitious multiplayer shooter that will pit teams of 100 players against another 100 in scenarios generated with artificial intelligence. This game, still without a definitive name, will be the second in a trilogy of projects that seek to transform the industry, as Greene explained in recent interviews.

Since 2019, Greene leads PlayerUnknown Productions with a perspective focused on innovation for video game development. One of its first advances is Prologue: Go Waybacka single-player roguelike survival game that will be available in early access on November 20, 2025. This title was conceived as an experiment to test terrain generation on a planetary scale, using artificial intelligence to create completely new 8 by 8 kilometer maps in each game.

The main objective of this initial work is not only entertainment, but also the development of its own technology: the Melba engine. This engine is fundamental in the company’s strategy, since it will serve as the basis for future titles. Its ability to generate entire planets in real time is, according to Greene, as revolutionary as reimagining the internet.

The second major project of PlayerUnknown Productionswhich is still in the conceptual phase, aims to surpass the current limits of online multiplayer through simultaneous battles of 100 players per team, something rare in the industry. Until now, the most well-known battle royales, including PUBGallow between 60 and 120 participants. There are antecedents such as M.A.G. for PlayStation 3which supported games of 128 against 128 players, but under a different architecture and limitations than this new title will have.

According to Greene, the shooter will be a combination of first-person shooter (FPS) and real-time strategy (RTS), which involves additional challenges, such as the management of large maps, the complex interaction between characters controlled by artificial intelligence, the stability of networks and the ability of the Melba engine to create and manage extensive and detailed territories in real time. The team estimates that the development of this second game could take between two and four years, depending on the progress of the engine and the necessary gameplay systems.

Although for now there are only general plans and concepts in the minds of Greene and his team, the intention is clear: to experiment as much as possible with proprietary technology and break with established industry standards. While Prologue: Go Wayback uses Unreal Enginethe 100 vs. 100-player shooter will rely entirely on the Melba engine, designed to provide full flexibility to designers and artists, and facilitate world-building on a planetary scale.

If the project is successful, Greene’s multiplayer could represent a major transformation in the way first-person shooters are developed and played. Massive 200-person multiplayer on maps generated in real time using artificial intelligence would open up new strategic and competitive possibilities, from the formation of temporary alliances to the careful tactical management of resources and positions.

However, there is still a long way to go. Greene himself acknowledges that everything is in a very early stage and that it will take several years before significant playable advances can be shown. Additionally, integrating technologies such as planetary generation and server scalability poses complex challenges, even for teams and companies with deep resources.

Despite these difficulties, the project generates a high level of interest among both players and developers, in part thanks to Greene’s reputation as a pioneer and the possibility of offering more dynamic, unpredictable and customizable multiplayer experiences. Although details on mechanics, progression and monetization are still unclear, the mere idea of ​​100v100 battles on maps that change with each match could appeal to both competitive players and those who enjoy exploring digital environments.