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Utopia Has Fallen

   This was a concept created in my very first game design class.  I enjoyed thinking and writing about every aspect.  Because I had some art education, I decided to draw out some of the characters for the game.

Premise

 

 A high intense action/adventure for those who live for the battle. A vast world to explore with caves and dungeons littered with secrets.

Genre 

Action/Adventure

 

 

Platform

 

The Wii U with its touch screen gamepad will be perfect for inventorying items and a multiplayer feature where the character can be aided by a helper robot.

Features

 

- Unexpected Battles where enemies increase in skill and strength

- Game world will be a combination of futuristic science fiction and traditional fantasy

- Game World is free to explore

- An unorthodox way of progressing through the game's levels

- A second player option to enjoy the whole adventure together with a friend cooperatively

with the Wii U GamePad

 

 

Target Audience

 

The Target Audience is going to be anyone who loves Saturday morning cartoons. This will be accomplished by having a fun light story with a cartoon like art style. Others who also love action/adventure games will enjoy this game.

 

 

Back Story

 

The hero, (Kex) the player will play, comes from a city (Flora City) that has been overtaken by evil aliens. This city floats in the sky and has been free from all the dangers that live on the earth below this city. In order to fight the aliens Kex must go down to the earth below and locate and assemble old robot parts to build an awesome fighter robot. Robots these days are not made like they used to be and there are no old robot parts in Flora City. Kex ventures down to the earth below, being shot down by aliens on the way. He crash lands just outside of Threadstone, a city on the edge of Siena. A beautiful country with mountains, forests, and a desert. Okay, so maybe a desert is not quite so beautiful. It is here that Kex meets the locals, but is not welcomed well. People on the earth below (not just in Siena) do not like sky dwellers. The land dwellers love their land and have no idea why anyone would want to live in the sky. Kex learns the robot parts he desires are scattered across the land in caves and dungeons. He sets out on his adventure to build his awesome fighter robot.

Characters

Kex:

 

Our hero! Kex was told of robot parts that are located in the earth below. He sets out on an adventure to find them to build a powerful combat robot to fight the alien invaders. Kex is shy yet polite and he is always looking for an adventure. Kex gets shot down during his travel to the earth below.

Fredly:

 

A friendly little robot that happens to be Kex's best friend in the whole wide world. Created by Kex's father, Fredly resides in Kex's arm shield and helps Kex navigate around the world. He also transmits messages other people send to Kex. Sometimes even, Fredly is able to leave Kex's arm shield and help Kex explore an area and even move switches Kex cannot. That is if he's strong enough to do so. Fredly has a witty good natured personality that always keeps everyone in good spirits.

Karla:

 

That is Karla with a K, and her mother likes it that way. Karla loves her mother so do not try spelling her name with a C or she'll get angry. Karla is a carefree girly girl who likes to paint her nails, go on long walks on the beach, eat ice cream, play jacks, and listen to the hottest of tunes. Karla is a girl and she is interested in boys like most girls, but all the boys at her school suck... a lot. Karla's mother often warns her that her future man will not fall from the sky, but Karla thinks otherwise.

Plinkin:

 

Do not let this guy's broad build fool you. This guy has a brain. If there is anything that needs fixin' this is your guy. He can fix a fridge, a toaster, a phone, a car, a boat, robots, computers, your life. With his vast knowledge of everything he has become everyone's best friend. Plinkin is a hot headed individual. The people on the earth below do not think very highly of the sky dwellers, and Plinkin is no exception. So Mr. Hero, don't try and ask for his help because he just won't do it.

Stan:

 

Threadstone's oldest man in existence. Many believe he has witnessed the birth of robots, and maybe even the dinosaurs. He knows a lot of world history including the ruins where ancient robots are. He can often be found playing his decades old video games. I say decades because he loves the rich history of video games. For some reason, although he's been a land dweller for many years, he has no animosity towards the sky dwellers. He's a gentle old man so you can talk to him about anything Mr. Hero. Mostly about video games though.

Player Motivation:

 

    This game is for players who really love to explore and fight fast and frantic battles. Being an action/adventure, Utopia Has Fallen will offer the exploration of a Legend of Zelda game with the intense action of a Megaman game and look like them too. The player will be fighting against robots and monsters throughout the overworld, in the dungeons, caves, and in the city. The control will make it so that players can maneuver around enemies in combat with great speed attacking and defending as he goes. Platforming will take a part of the exploration and combat as well as the game will not remain solely on the flat ground, because that is boring. Fighting bosses will not just be confined to attacking and defending. While all bosses and enemies are able to be defeated with the laser sword and shield, using other weapons and items in Kex's arsenal will have greater advantage over certain enemies and bosses. The player will win by conventional means of an action game and also through puzzle solving. Many of the items found in the overworld will help make Kex stronger and help him overcome challenges the player faces in the game.

 

Technology Highlights

 

Utopia has Fallen will offer a very cartoon like art style that people will remember from Saturday morning cartoons. Rather than a western cartoon art style, the game will feature an Anime look, which has grown in popularity over the past few decades. The game will have futuristic technology that looks like it came from a Megaman game. The game will be lighter on fine details and textures and feature more simpler shaped objects and characters. The brilliance of the visuals will rely more on lighting and and shade and will offer a vibrant CG shading styles used in Pixar movies. The color palette will offer a diverse color set which hues are bright and light. The game will be in full 3D and offer some 3D platforming.

Audio will also be strong as it will enhance the emotional experience. This game is going to combine science fiction and fantasy theme music. However, we will not be working solely on the norm for these genres for the musical score. While techno and Celtic would seem perfect here there will be rock music (Megaman inspired), and some fully orchestrated themes. The orchestrated themes will mainly be used for some bosses and cutscenes to add depth to the story telling. We are going to have voice acting for the main cutscenes and for the more involved NPCs. We're still unsure if Fredley will have a voice yet or if he will be text only. Ambient sounds will also be played to set the mood of certain areas.

The Experience

 

    Here is what the game will be from beginning to end. The game is going to be a simple concept where the player takes control of the Hero (Kex) and travel to the earth below. He will crash land outside the big city. He will meet with the people of the city, which the player will soon find out that some do not like Kex. Kex still persists in finding old robot parts to build an all powerful combat robot. It is here that the player starts to take control. The player learns from an old man (Stan) that the robot parts he searches for will not be found in the city stores, but in various ruins throughout the land. The player finds out where these ruins are and sets out on an adventure to find these artifact robot parts.

   The player will not be told where these levels are exactly, but what region they are located in. The game will consist of six locations to find the robot parts. There will be many other secret caves, and other secrets to dig up with abilities and tools the player uncovers throughout the game. The player will start with a certain type of Laser Sword and Shield, but will earn items such as a laser gun, a grappling hook, magic shoes and more. The Levels will not be classified in a specific order. The player will only be able to reach a certain point in the level until he finds out that he can go no further. He will have to return later with another ability to advance in that level.

    After the player finds all the robot parts on the earth, he will venture to the city in the sky. The city in the sky will feature an overworld about a little more than half the size of the earth below. There will be three more levels to complete before going to the final level. The player will be able travel to and from the sky city and the earth below. Some things on the earth will activate things in the sky city allowing the player to advance. The first three levels in the sky will operate like the levels on the earth below where the player can start them in any order. The final level, however, will be a stand alone level.

Game Play and Mechanics

 

   To make this easier to understand I will break this up into five categories, exploration, battle, winning and losing, the economy system, and cooperative play.

 

Exploration:

   Utopia Has Fallen will offer a world map that the player is free to walk about on his/her own. The player can go anywhere within the means of his/her abilities. There will be many different hidden areas to find and explore such as caves to secret tombs. Within these areas there will be more challenging battles to fight and treasures to uncover aside from the main quest. That being said, some of the secret areas will be part of the main quest. Some of the treasures will be power ups, items to use in inventory, and weapons. The game will feature a build mechanic to build and upgrade some of the weapons and power ups to aid the player on his quest.

   The levels will be located in each distinct region such as the forest, the desert, the city, the sea, the mountains, and four in the sky. Since the games starts on the earth below to find robot parts, the sky city and it's levels will not be available until the robot is assembled. This is also to help tell the story of the game. The player is free to start any level in any order he likes, but must finish the earth levels in a specific order and the sky levels in a specific order. The player will only be able to traverse through a level until he reaches a point of no advancement. The reason will be that the player requires a certain ability or item to continue. The player will be required to search somewhere for that item or ability from the over world, its secrets, or even the other levels. Some switches from outside a level may also affect the level by unlocking new passages within.

 

Battle:

   Battle will be fast paced and engaging. Players will be able to attack, dodge, and defend quickly as multiple enemies try and attack the player. Enemies will increase in both skill and strength as the player progresses. Meaning enemies will learn newer attacks as the player progresses through the game, thus making a familiar enemy feel new. The player will primarily have a sword attack button for his main attack and a shield button to defend. There will be another button for miscellaneous items, which will include items like a laser gun. Players are going to be able to jump and attack airborne enemies or make the drop on ground enemies from above. Running will take an important role as the player will need to attack, and even defend some enemies while running. The player will find that he will be using his sword and shield interchangeably at a fast pace. Also a lock on feature will be available to allow the player to focus on one opponent at a time. The player will be able to quickly switch targets on the fly. Again, no action will restrict or slow down the players mobility.

 

Winning and Losing:

   The player will have a health bar that when depleted by enemy attacks will end the players life at which he will need to return to where he previously saved his game. The player will naturally win when he has defeated enemies, and the like applies especially to fighting a boss. The player may opt out of a fight by running away should he choose to. The enemy may pursue or it may not.

Economy System:

   The game will feature a life bar which can be refilled by power cells that can be found in the environment and the enemy may drop when defeated. Money will not be dropped by enemies or found in the environment unless found in a treasure chest. Enemies will drop other loot that can be used to upgrade or build equipment and also sold for money.

Cooperative Play:

   The Wii U GamePad can also be used for cooperative play. The second player is able to take control of Fredly and aid Kex on his quest. Utilizing the gyroscope, the player controlling Fredly can move around the environment, but only a limited distance away from Kex. There will be a warning if the player is going too far and then will turn Fredly around back to Kex. The player on the Wii U GamePad can access the map and guide Kex to wherever he needs to go. He can also move switches if they are not too big and even aid in battle by distracting the enemy. The Wii U GamePad player has all available menus but will also look in the first person through the screen when moving around. The player can select items for Kex. In single player Fredly acts as a guide, giving hints and pointers on how to play the game like Navi from The Legend of Zelda Ocarina of Time. When this happens the game will not stop for Fredly to communicate to you unless it is through a cut-scene. The message will be displayed on screen or on the Wii U GamePad screen. Fredly may have a voice to tell you these things, but we are so not know for sure yet. In cooperative play, all these messages will only be on the gamepad screen and it is up to the player playing as Fredly to relay the message to the player playing as Kex.

Gameplay Highlights

 

   I have already explained how the exploration and the battles will work. To add to the battles, the enemies will vary in skill and strength. These will be attributes for enemies that will increase as the player progresses through the game. Enemies will not vary in type and/or species too much. So the player will feel he may know how to defeat an enemy, but he has not realized that the common enemy has progressed just as the player has throughout the game.

Each level will have a boss to defeat. Defeating a level will result in obtaining one of the special robot parts on the earth below and a key to the final level in the sky city.

   In the middle of certain parts of the game small challenges will occur. Many of these challenges will come about from an NPC. The player may need to rescue someone or the NPC will learn of a new area or location of an item to aid the player on his Quest.

   A second player can take control of Fredly to guide and aid the primary player. Makes for a magnificent cooperative experience.

Mission and Story Progression

 

   As mentioned the first five levels will be free to enter in any order but will be completed in a sequence. To do this certain items or abilities will be required to complete a puzzle in a room. Even some puzzles will require an action to be done in a remote place outside of the dungeon. These remote places can be other dungeons, caves, somewhere in the over world, or talking to a certain NPC. Just like in the Metroid series you could only go so far in your exploration until you had realized that you could go no further in that area. Later you were able to progress in that area because you possessed the ability to jump higher or another ability to help advance. Entering these certain rooms of no further advancement may trigger story telling elements and/or scenarios when the player leaves the dungeon. These scenarios may come in the form of challenges to find an item to help progress in a level. This will cause the story to be a linear storyline yet very interactive.

   The difficulty will increase as levels and challenges are completed as well as when upgrades to the hero's health bar are found. Health bar increases that increase the size of the hero's health, will be in the form of batteries and will be located around the world and dungeons. Items and abilities will be found in dungeons and throughout the overworld also. Some may even be purchased and upgraded.

Interface

 

   For the main game play mode you will see only a few things on screen along with the player, the enemies and/or NPCs, and the environment. What will be displayed is the player's health and the extra item or ability the player can use. There will be one button for the ability/item feature. The health meter will be a horizontal bar at the top left of the screen that depletes from right to left. It will also be colored from red to yellow to green depleting from, green to red. The item/ability selected at the time, will be displayed as an icon symbolizing that item in a bright yellow circle on the top right of the screen. Currency will be displayed just under the life bar with a coin icon and a number value. The value can go up to 5000.

   The controller will consist of a sword button, a shield button, a jump button, lock-on button, an action button, an item button, a quick item select button, a pause/menu button, and of course movement. The player will also be able to freely move the camera around and zoom in to a first person view to look around the area better with the right analog stick. If holding the quick item select button the player will bring up an item/ability select ring in which he can select the item with the right analog stick while action is still happening in the game. The pause/menu button will pause the game and open up three shell menus. Each are side by side and will only be viewed one at a time. One screen will be the map, another will be the full item ability screen, and one will be the loot and other collectables. These menus will be available with the Wii U GamePad Pro through pausing. Should the player choose to use the Wii U Gampad, all menu screens will be available on the Wii U game pad screen to select and cycle through with touchscreen.

   On the gamepad, if a secondary player is playing as Fredly, all menu screens will look the same as when the player accesses them on his own. These menus can be accessed by the start button. Fredly will be in first person view and the camera can be moved with the right analog stick and/or the gyroscope sensor. The left analog stick will be able to move forward and side to side. A couple face buttons can be used to hover up or down and one face button as an action button.

Team, Budget, and Schedule

 

   Now that you know a bit about the game it's time to talk money. Because this is a large project the projected time to complete will be a little less than three and a half years and here are some projected milestones.

 

-About 4 – 5 months to build the interface and game modes

-12 months to build the game's first world and the levels and secrets on it

-We figure about 3 months for the game world

-1 to 1 1/2 months for each main level

-3 months to build the world in the sky

-3 months for music and other audio production ( even though this will occur during everything else)

-5 months for alpha testing

-5 months for beta testing

-5 months for localization to various territories worldwide.

 

 

For everything we have pieced the project together and it will cost about 25 million US dollars. Breaking that down:

 

-8 million for salaries

-5 million for production

-4 million for marketing

-4 million for post-release

-4 million for other resources such as an orchestra

 

We will need a full orchestra, a team of 40 animators and artists, a team of 30 programers, and 10 designers. We will also need about 70 testers to make sure the game runs well.

Thank you for your time and we hope you enjoy Utopia Has Fallen when it is released.

 

Here is my contact information when you are ready to make THE DEAL.

 

Tim Benitez

Phone: XXX-XXX-XXXX

Email: tim.beni@mymail.net

Call me anytime. I eagerly await your response.

References

 

-Cost of game development research

Usher W. (2013, September 8) GTA 5 Cost $265 Million To Develop and Market. Cinemablend.com. Retrieved October 12, 2013. from http://www.cinemablend.com/games/GTA-5-Cost-265-Million-Develop-Market- 58922.html

 

Pictures from the Internet

Russell from Pixar's Up

(2009, June 25) Russell Boy in Pixar's Up. Hdwallpapers.in. Retrieved October 12, 2013. from http://www.hdwallpapers.in/russell_boy_in_pixars_up-wallpapers.html

 

Wii U GamePad

Abent E. (2012, June 13) Nintendo Wii U Will Feature Expandable Memory. Slashgear.com

Retrieved October 12, 2013. from http://www.slashgear.com/nintendo-wii-u-will-feature- expandable-memory-13247549/

 

Games Referenced

Nintendo. (1986). The Legend of Zelda [Nintendo Entertainment System game]. Japan. Nintendo.

 

Nintendo. (1998).The Legend of Zelda Ocarina of Time [Nintendo 64 game]. Japan. Nintendo.

 

Capcom. (1987). Megaman [Nintendo Entertainment System game]. Japan. Capcom.

 

Nintendo. (1986). Metroid [Nintendo Entertainment System game]. Japan. Nintendo.

CONTACT
WHERE TO FIND ME

timothy.benitez@gmail.com



Tel: 602-245-4580

 

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