This post is to plot my vision on how Red Hawk Studio should present and develop its first game trailer. I'll be detailing key sections of the trailer and certain aspects I like to see in the trailer.
Information regarding team members.
Required Aspects;
Game name - The Awoken: Guardians of Titus.
Logos - Team logo, platform hosts (I.e. Steam, Android and App Store), BBFC and PEGI ratings.
Text Disclaimers - Copyright and licensing information.
Credits - Team members, roles on the production, additional credits regarding music used and applications.
Agreed Aspects;
Setting - Modern / Futuristic Horror.
Genre - Action / Adventure Horror; this is the focus point with an added sub-genre of puzzling.
Locations - Roberts Park, Tomb / Crypt, Streets of Saltaire.
Sound Direction - Lewis Radio, working name (Natural Narrative).
Environment Development;
My ideas regarding location development for the project, what I think will make our work stand out.
Roberts Park
- Modern Architecture; Structures and Crafted Art.
- Modern Park Facilities; Futuristic Bins, Lighting, Pathways, etc.
- Minor Environmental Destruction.
- Old Famous Structures; i.e. Titus Statue.
Colour Scheme
- Whites, Metallic, Blues, Creams, Greens.
I'd like the architecture to be similar to middle-eastern / Valencian architecture. Although this type of architecture has already been constructed, it feels to me timeless and will probably be relevant in the future as well. The colour schemes will link with the architecture planned for the environment. These colours will compliment the structures and add a more human aspect to a horror / destroyed world.
Tomb / Crypt
- Statues
- Artifacts; Basic Treasures, Coins, etc.
Colour Scheme
- Metallic, Creams, browns, Grays.
This direction seems obvious but most treasure rooms share these qualities, the tomb / crypt would have been constructed in Titus' time so keeping this known theme seems the best option. The colours here will stick to the natural / obvious theme used for tomb and treasure rooms.
Streets of Saltaire
- Recreated Village; Streets, Buildings, etc.
- Famous Structures in View; Salts Mill, Church, Victoria Hall, College Buildings.
- Minor Environmental Destruction
Colour Scheme
- A vast array of colours will be used for this environment; reds, blues, creams, browns and so on.
I believe it's important to develop these structures in our production, using simple 3D techniques we could recreate the village and the famous structures without compromising time. The housing can be duplicated for several streets, we know that Victoria road is the focal point and the other streets will be used for viewing purposes only so detail won't have to be massive. Colours for this location will be vast, each house having a different colour to the next. Creams will be heavily used as the structures are made of sandstone.
Destruction of this environment should also be kept to a minimum. I idea is that although the world has been destroyed and almost consumed by death, Saltaire was abandoned years before the breakout. The village was kept as a historical marker of time, unused but visited. The only area that was redeveloped was the park, modernised and fit for use. This is my vision, a contrast between the two. Modern / futuristic park sitting side by side with the old clapped out village.
Character Development;
My ideas for the environment are greater than my ideas for the characters. I'd express small details / touches which I'd like the characters to have.
Main Protagonist
- A treasure hunter survivor.
- A lone wolf who operates on his own.
- Although he works on his own, he does help other survivors in need.
- He's recongised as a saviour by these he's helped.
Attire
- Worn cloths; dirty through fighting and scavenging.
- Clothing covering his lower face and goggles covering his eyes for protection.
Sir Titus Salt
- Static character, appearing vocally through his statues in the park and his crypt.
- Offering riddles and advice to the main protagonist through his adventure.
Attire
- Statue attire, bronze sculpted suit.
Lions
- All four lions; war, peace, vigilance and determination will harbour powers that will be unlocked by the main protagonist through his adventure. Such powers will help save humanity from the clutches of death.
- All four lions will be in statue form, they'll break out of the stone to be seen in a mechanical form. The guardians of Titus, suiting red eyes.
Red Hawk
- I believe the trailer should open with the red hawk flying and then landing on one of the known buildings, maybe Victoria Hall at night. The hawk would seem like a silhouette until it landed on the building and its powerful red eyes glowing towards the camera. The red eyes would symbol the studio name but will also have relevance to the story, linking with the lions.
Additional Cast
- Zombies; Hostile enemies.
- Animals; Passive creatures.
Sound Direction;
- Trailer Music; Slow paced emotional music that leads to a more dramatic piece, the music develops along side the images in the trailer.
- Narration; Narration to be developed in the trailer through radio broadcast, hence Lewis Radio. The idea is to have the radio as a natural use of narrative. A potential monologue that discusses humanities survival.
- Sound Effects; wind, howls, footsteps, door creaks, lion roars, animal noises and zombie groans.
Other Aspects;
- Transitions; Transitions in the trailer should be a strong point of consideration. I believe text expressions should be visible in the environment and not in transitional screens. Telling the story in the environment, similar to the opening credits of Superman Returns.
- Fade to black; This should also be considered greatly, lets limit the number. Once at the beginning for the Red Hawk Studio introduction, a few times in the actual trailer and two times at the end for the splash-screen and credits.
Inspiration
The inspiration of ideas comes from popular games and films regarding treasure hunting and apocalyptic survival. On the architectural side it comes from architecture from Valencia and the Middle-East.
- Indiana Jones
- Uncharted
- Zombieland
- Fallout
- Middle-Eastern Architecture
- Valencian Architecture
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