The Hook, The Appeal, Prototypes & The Trailer

Hook (Headline Pitch)

“The Purge meets Stranger things; mend the tainted blood of the waves of masked cult psychos to create horror abominations that allow you to defend your 1980s rural town. In this new Neo-Retro survival, tower defence game.”

The Appeal

The retro visuals of my game would take space on the Steam page showcasing the unique aesthetics, the side of the page could have colourful neo lite signs looking at the Killer Frequency Steam page, the bright colours of turqoise and purplish pink are presented in the background, the Abstract of my game would be on the left hand side, while below the trailers and images the Anchor would be. My game being set in an unique 80s settings; with the wasteland: dead, abandoned, dried-up plants, dead carcasses, where the Cultists spawn from. To the flourishing town with lamp posts, freshly cut grass, paths and plants town in the gates, which only a fraction of it would be seen in my game. The unique aesthetics in my game could lead to a bigger player count instead of just another tower defence game. The grit of The Wolf Among Us combined with the pixel look of Earthbound and Dead Ahead: Zombie Warfare, with neo lighting and dark atmosphere influenced from Killer Frequency video game and mid-2010s music videos combined with simple but unique units with fun fast paced gameplay. I want my Steam Page to be eye catching, not just dark shades seen in most horror games today.

A Mood-board I created during the first week of Semester 1 showcasing the aesthetics of my game I wanted to have which still proves accurate now.

Prototypes

Roblox Prototype:

Followed my initial idea of a slasher survival game, through the wide range of Roblox Studio’s library assets, I used, mixed and edited to construct a testing environment of my idea in a 3D third person space. The aesthetics the Roblox prototype had inspired me to take elements from it into my latest Unity prototype. The gate I made in this prototype locking the town away from the rest of the world, helped me have the idea of the gate being the point the player needs to protect.

This Prototype showcases the aesthetics and visuals I want in my game I created this, to both showcase the visuals, style and atmosphere I want my game to have and for my presentation to give an example of what music students can understand and add. My next step is to create the movement and change the layout of the map to fit the gameplay I intend to have in my game.


The trailer

If I were to make a trailer, it would be something like this:

This track I created on Abelton would play.

Starting scene- close-up, the protagonist little girl walking around and picking-up blood from a dead cultist and places a Melee defence the shot continues to the Melee eating and swallowing a cult enemy.

Chorus of my music piece, cuts to late stage gameplay a wave of enemies running towards the gate, camera zooming out into the entire battle field around 10 defences placed all battling the horde close-up on each defence unit and then to the player using their ability then to the impact killing many enemies at once. The last shot is of the aftermath of the wave and the title screen popping up The Bloody Thing Lives.

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