Brendan ‘PlayerUnknown’ Greene, the visionary behind the battle royale sensation PUBG, embodies a refreshing blend of humility and ambition. Despite his game’s staggering success—selling 75 million copies and generating billions in revenue—Greene remains grounded, often sharing light-hearted moments over dinner in Amsterdam, where he reflects on his journey and the future of gaming.
Just right
Greene’s latest endeavor, Prologue, serves as a testing ground for innovative terrain generation technology, a precursor to his grand vision known as Project Artemis. The survival game challenges players to traverse vast landscapes, but its true purpose lies in refining the machine learning algorithms capable of producing over 4 billion unique map configurations. While this impressive figure raises expectations, Greene acknowledges the complexities involved in ensuring that each generated environment feels distinct and engaging.
“We made significant strides in our terrain technology,” Greene explains. “Our initial breakthroughs came quickly, but it took time to reach a level of confidence for release.” He candidly shares that early missteps in leadership hindered progress until the arrival of CTO Laurent Gorga, who emphasized a collaborative approach to development. This shift allowed Greene and his team to transform their ambitious ideas into a tangible product.
Very demure, very mindful
As players begin to engage with Prologue and its companion, Preface, Greene remains focused on the long-term goal of Project Artemis. He estimates that achieving this vision may take up to a decade, a timeline that seems daunting in the fast-paced gaming industry. Yet, Greene is undeterred, prioritizing the quality of the product over the pressures of rapid development. “This has been a grand experiment, and we’re finally at a stage where we can showcase something playable,” he states.
Greene expresses confidence in his team and their shared vision, drawing parallels between the early days of PUBG and the current excitement surrounding Prologue. “It’s a tumultuous industry, but I have a solid goal and a capable team,” he affirms. However, he recognizes the importance of Prologue’s commercial success in securing the resources needed to realize his broader ambitions.
The next chapter
While Prologue and Preface mark significant milestones, Greene’s aspirations extend far beyond these initial projects. He envisions Project Artemis as a sprawling, player-driven universe, inspired by the creative potential seen in titles like Minecraft and No Man’s Sky. Greene imagines a world measuring 10,000 square kilometers, filled with diverse gameplay experiences crafted by players, reminiscent of the early days of the internet.
“I want everyone to be able to create massive worlds,” he declares, hinting at a future where players can explore a multitude of environments, each shaped by different creative visions. Greene acknowledges the challenges of populating such vast spaces but draws inspiration from the evolution of online communities, suggesting that even the most barren landscapes can flourish with time and creativity.
As he reflects on the concept of the Metaverse, Greene distances himself from its commercial connotations, emphasizing his desire to foster genuine, user-generated experiences rather than mere virtual meeting spaces. He describes his vision for Artemis as a “realistic Minecraft,” where scientifically accurate environments coexist with the imaginative contributions of countless players.
Greene’s passion for this project is palpable, driven by a belief in the necessity of shared virtual spaces in an increasingly isolated world. “I see this as a privilege,” he shares, underscoring the excitement that fuels his work. “It fills me with pride to know that we’re getting closer to something groundbreaking.”