Diogo Alves's profile

Bring It On Trailer

Bring It On
"Can't Get Blood From a Stone"
For this project I designed a game trailer in Unity 3D around a concept that I've created. 
High Concept
In a city of gangsters, mafia and corrupt cops, you are immersed into a world of pain and despair and it’s up to you to decide how you will fight your way out of rock bottom. Train to be the champion of the world and avenge your nightmares!
Features
• Third person view derived from action-adventure games; 
• Character personalization; 
• Fluid fighting, parkour, car driving and shootouts; 
• Mystery investigation and simple riddles; 
• Player skill levelling by training and playing; 
• Intense and immersive action and story; 
• Run, Jump, Interact, Roll, Crouch, Cover, Hide, Shoot, Fight, Sneak, Parkour in order to survive; 
• Different factions to ally with like gangsters, mafia, the dojo, etc.; 
• Feel the tension of real-life heavy situations and overcome them through effort and skill; 
• Decide your faith and how that affects your reputation: join the good, the bad or live by your own rules.
Player motivation: While fighting their way from depression to winner of the UFC championship, the player will have immersive street and tournament fights with interactive environment and objects.
Player mode: They will have car and foot shootouts and chases – parkour is included. The fate of the story is decided based on the player’s choices. The player is also free to roam around and explore the open world. 
Genre: Action, Adventure.
Target market: Mature video gamers aged 18 and up, who like fights, shootouts, cars and a good story. 
Platform: 3D open word PC game. 
Backstory: The player is set in the current world (with made up people, places and names) and starts at the age of 20, about to make 21 as an university student. The student is bullied and weak and is forced to fight his way up, through training and fighting, to be the next UFC champion and avenge the death of their parents. 
Target rating: E18+. The game has intense violence, blood, crime, sex, drugs. 
Competitive analysis: There are some similar games like GTA, Sleeping Dogs and Watch Dogs.
Unique Selling Proposition: 

1. The most immersive combination of action no other game could offer; 
2. The mix between parkour, car riding, shooting, fighting and interacting with the world around in the meantime; 
3. An enjoyable story with mixed feelings, different endings and factions (like gangsters, mafia, corrupt cops, hackers, etc.) for short but fair replayability.; 
4. Smooth mechanics and medium skill and difficulty progress to make the game flow easily and enjoyably. 
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Game Maps, Sketches, and Level Design
Character Creation with Adobe Fuse and Mixamo.
Some more objects.
I created some animations and animation controlling scripts for the trailer on Unity.
Cop light flickering script.
Player script that controls many animations.
PEGI Rating
Bring It On’s PEGI 18 as it contains violence towards human-like characters, bad language, references to sex & drugs or alcohol and discrimination.

Legal & Ethical Issues
In this game the player can kill human-like characters and some cut scenes and gameplay are violent which can raise the argument of players becoming violent in real life.
There is also racism and women abuse for story or gameplay purpose which is ethically incorrect.
The use of drugs and abuse of alcohol in the game by some enemy characters is illegal in real life and its purpose is not to promote them.

Monetization Strategy
The main monetization strategy would be Digital Distribution, which could be combined with Indie Games Bundles.
In-game there could be placards and papers with non-incentive ads. This could later be used for merchandise advertisement as well.
A paid DLC could come out later if the game did well.

Future Plans for the Game
Graphics and texture design improvement; Adding skill trees with many different abilities to unlock; City expansion and adding more factions, besides “Gangsters”, “Mafia” and “Corrupt Police”.
If the game succeeds the first launch, a new DLC could be made to continue the story or to rewrite it from another perception. Besides, there could also be made a sequel to the game with other environments, some new mechanics but containing the old and good ones (both characters and mechanics).

References
The 3 game bosses were made in Adobe Fuse.
The car model was imported from an Unity package.
The rest of the characters and their animations we’re downloaded from Mixamo (https://www.mixamo.com/#/?page=1&type=Character), including other main characters.
The City and some environment objects were made in Blender (https://www.blender.org).
The whole game was made in Unity and the trailer was recorded with Screen-Cast O Matic (https://screencast-o-matic.com/screen-recorder) and edited on Wondershare Filmora (https://filmora.wondershare.com).
Critical Evaluation

I started designing this game with an idea of a fighting game with a cool story that would include some typical story components, like the death of a loved one and the look for revenge, and some new ones, that’s why I decided to make the main character underaged, but about to be aged enough to drive and own a gun. Afterwards there was some brainstorming of ideas to form the story of the game, which was the base of this game.
The story has ups and down and tries to make the player create an affection for characters until something bad happens to them, so he must fight back up again. It is also a convenient story that fits in an action-adventure game type. A lot of people play these, and they usually are fun because of the freedom of doing things one can’t in real life.
After the story was finished it was fairly easy to design a level plan, environment and characters that would match it and think about what the player could do and animations, like attacking, sprinting, crouching, etc. Modelling and painting the environment was the most difficult part. I had some problems with buggy textures and decided to create simple things one by one.
I created some cut scenes with character animations for the trailer. It shows a lot of the game’s features, mechanics and storyline. It shows that the player can travel the world either by foot or car, shoot weapons, fistfight other characters and many other features, although it doesn’t show all of them. By watching the trailer, the viewer can get a hang of the type of game, its story and the main objective of the character, although some decisions change parts of the story.
To create an interesting game and idea I had to test a bit, created something I liked and asked some friends if the idea and trailer were good and made them want to play the game afterwards. I made the trailer in Wondershare Filmora because I already had experience with it and decided to add an epic and copyright free music to make it more appealing. The quality of the trailer suffered with the screen recording software because of the video’s resolution.
The scripting of the main characters and some environment objects was simple and fast to do, and the animations turned out better than expected. On the other side, I had some scaling problems that were easily fixed, some animation transition and repetition problems and some material and texturing problems. These last ones are the hardest to fix because sometimes the texture would just disappear on Blender.
The city ended up smaller than I originally thought but the story and main features of the game turned out pretty well in order to create an interesting story. The main problem for now is the graphical quality of the environment. I also had troubles with the mouse showing up in the video, even after I ticked the box “hide mouse cursor” in the screen recorder.
This project was realized step by step, making each task clearer and basic by starting with a flexible story in the beginning. Some improvements could be made by practicing designing more games and model a lot of 3D objects to improve the speed and quality of the object creation.
Game Trailer made on Unity in 2019.
Bring It On Trailer
Published:

Bring It On Trailer

Published: