Part of the fun of working in the game industry is the constant demand for technical innovations that will allow designers to create better games. In the real-time strategy (RTS) genre, most developers are focusing on improving group movement for their next round of games. I'm not talking about the relatively low-tech methods cur- rently in use. Instead, I'm referring to coordinated group movement, where units cooperate with each other to move around the map with intelligence and cohesion. Any RTS game developer that wants to be competitive needs to look beyond simple unit movement; only the games that weigh in with solid coordinated movement systems will go the distance.