Hey everyone,
I made this game pitch sometime last year, but it was overturned for a different pitch. I re-thought and redesigned some of its original elements, as well as thought of the environment and setting of the game world. This is quite a long post so feel free to read it all or skim through it. It’s also pretty ambitious so I definitely don’t expect this to go all the way. Without further ado, here is my design proposal.
Story
The story of this game will take place in an alternative setting of our world. Far in the future of 2100, when the sun suddenly begins to shrink rapidly, the world is beginning to sink into an infinite wintery night. Civilizations were advanced enough to be able to adapt to the changing weather, but its never easy to live in a world with so little heat energy. You may have all the technology in the world, but you cannot sustain it without proper energy sources. With all the world’s energy sources nearly exhausted, nations are beginning to slowly collapse. 20 years later, a very rare crystallized mineral classified as “REIC”(Radiant Enhanced Induction Catalyst) began to form on the barren wasteland due to current environmental conditions. When combined with human blood, it not only gives them life-sustaining energy, but also super human-abilities (strength, speed, perception, healing). However, not all good things come without a cost, using REIC makes the user entirely dependent on it to survive. With no other choice, the last remaining remanence of human life must ultimately depend on these minerals to survive.
In 2125, with the world slowly dying to the cold, the main character is struggling to keep her family alive. While out on a hunt to find food, she is soon trapped in a blizzard and is forced to take shelter. With no reliable way to generate heat, she will die from hypothermia. Luckily for her, she find a single REIC node in which she uses out of desperation. Unknown to her did this start a chain of dreary events forcing her to become a slave to REIC.
Overview and Concept Sketch
This game will be an anime-style, exploratory rogue-like game. Traverse through the world, raid corrupt corporations, and ultimately find a way to cure your attachment to REIC. The intended audience is for anyone interested in an anime-style game, but also appealing to anyone who loves playing a hack-and-slash style of game (in addition to it being rouge like).
Combat will be fairly complex and allow a multitude of different combinations and abilities to try.

I will do Character and Weapon Concept Sketches later
Gameplay Mechanics and Objectives
The gameplay mechanic will be a somewhat fast, hack-and-slash style of combat. Think of games like Dark Souls with its distinct slower style of combat, but add what a fast pace game like Final Fantasy. To complement it, there will be a three-weapon level of combinations (depending on difficulty of animating, I may relatively shorten attack combos -> Good example of why this can work is Genshin Impact’s fairly simplistic combat). The first two weapons are transformative style weapons altering between a katana/one-hand light attacks and transforming into a heavier weapon (2-Handed). The third is a unique, REIC generated “energy cube particles” ranged attack that floats around the playable character and shoots an “elemental attack”. As this is a combat game, it is best to put a 3rd Person perspective.
Objective of the game will be to find REIC (to keep your character alive), stay alive as long as you can, and try to reach the end.
Levels and world can be different each run with a special item system called “Triggers” which can give different abilities, as well a a multitude of different weapons and items to assist your character.
No fantasy or over-the-top sci-fi elements; Most weapons will fall very closer to real life katanas and one-hand Western swords and have mechanisms that connect to the character.
These are “energy” weapons fueled by REIC+Blood
Setting and Environment
As the story suggests, the game will take place in an apocalyptic, dystopian world. For this location, it will take place in Tokyo, Japan. The seasonal weather is what you expect from a frigid winter, and the overall mood/lighting is very dark. Colors will generally fall on the blue, greys, black, and even reds (for a cold red sun) to simulate either an eerie night time, or a very gloomy, washed out day time (practically night). With an anime style game, you can expect some saturation, but in general I want to have darker colors considering the world setting. Some representation of a futuristic/modern style city will be present (having neons, lights, etc.) but are very much spread thin or non-existent. The city can also be partially destroyed as well due to human desperation and rioting. You can picture the timeline of this game where civilization is like on the brink of death, but the newly discovered “REIC” crystal changes that.
Imagine these scenes being much more darker: The last photo is a good example
Of course, I could also turn the environment more like a nuclear winter, but minus all the nuclear destruction because the world “hasn’t” completely killed itself
Stylistic Choices
As for any kind of anime styled game, we are focusing on a very stylized environment, character, and game models. There may be some realistic elements in the environment. Considering this is 2100, I would make some cooler futuristic looking cars, machinery, tools, weapons, etc. but I don’t want to do like mechs or suits or stuff like that.
Character models in general will follow your typical 3D anime style. There really isn’t much difference in how varied it can be, but there are examples below. For character design, it will be a different variation of my original character you guys saw before, but with an more appropriate winter attire. (Since this is a variation of her, I need a new name too)
For clothing, expect variations of modern, westernized winter clothing. (Though with all anime games, the clothing might not always be “correct” for the setting, but REIC gives abilities so this should be fine)
Arknights’ General Clothing Style also fits quite well to what I want too.
For special accessories and weapons, it will what you expect for some sci-fi elements (holograms, cool interfaces, shields). The weapons are also fueled by the character’s own blood(mixed with REIC), so expect some kind of very simplistic cybernetics (not cyborg level) and a tether line between character equipment and weaponry .
Current Scope
Since this will not be a fully fledged game, the main focuses will be on the character and weapon models. I will also either make 1 generic low level mob (this can be easily reused for the sake of demonstration) and 1 boss type mob. Additionally, I will only create a few unique triggers and maybe some simplistic item models as well. For environment, because its going to be stylized, you can expect a decently made outdoor city (limited size) and also an indoor area. So I will require everything you may find in a city; buildings, architecture, cars, lights, futuristic techy things, etc. For interior parts of the game, it may be as simple as a corridor leading to multiple small rooms to loot and then a larger room for a boss. Combat, as I said before, will be relatively simplistic, but I want to at least try to add a few light attacks, 2 or 3 combo attacks, and some ranged attacks (I’m assuming how Unity changes game states is how it is like in Unreal).
Music
In the context of music/audio, it will have a fast paced element that you will see in a hack-and-slash type of game. Since its also in the future, and in a frozen city, some eerieness is expected too. I’m not a music person but also do not feel restricted about the anime style or its Japanese setting either.
If you want to contact me about this further, please email tdeng2@wpi.edu
That’s all for this post! See ya!























It struck me just how much you are planning to do. You are right when you say this pitch is ambitious. You mention desinging weapons, buildings, mobs, an indoor area, an outdoor area, my question is do you have a priority for what you will cut first? What are the most important parts of this game?
Since this is practically a full pitch, the most important things I’m focusing will be the combat and the character modelling themselves. I want to make this a smooth animated work of art and I’ve done martial arts so this is most appealing to me. Things I might cut out that would be easiest would be item models themselves (Simple 2D art would work as an item drop) and any environmental props (might cheese buildings, cars, lights, etc).
Considering how ambitious it is, depending on how much I work on it, it may very well be a solo project I may further develop.
I am pleased by you using an old idea for this project! My question, I love the idea of the art style being anime like, but what made you go with this style choice?
I’ve actually been playing a recently released game called Genshin Impact. It completely blew me away and felt it was basically Legend of Zelda Breath of Wild all over again. The style for 3D anime models has been slowly improving and I want to try another attempt to creating that feel again because anime-styles is something I feel most comfortable with and adore.
This game concept has a very large scope, so it is good that you acknowledge its size and break down the essentials that you wish to prototype in this class. The world and style remind me of Nier: Automata. What made you choose a frozen apocalypse?
The concept of a frozen world came from a video of what would happen if the Sun in our solar system suddenly disappeared. Shockingly, you be amazed how much we are reliant on sunlight and solar energy and how long we could potentially last. To give perspective, the tempature would drop to freezing temps after a week.
With this idea, I thought “what about a red sun?”
This gave me an idea of the possibility of living on a frozen world (like Star Wars Ice planet) if we are technologically advanced enough to sustain life.
And definitely good to see how you nuanced it to Nier Automata, that’s just one part of the pool of inspirations I drew on.
Its good to see that you’ve set a current scope that will rein in this project. You mention transforming weapons like the ones in RWBY, so are you planning on making a weapon that transforms as well? And if so, are you also planning on making the animations of players using those transforming weapons? it sounds like it could become a lot really quickly.
I want to put my animating skills to the test so combat is going to be a thing I want to do. I have some martial artist experience and I genuinely love transformative style weapons, but they are obviously not going to snap back and forth. I’m thinking more of a way that instead of swapping a 1 handed sword to a 2 handed, why not make it a function type of switching (like gunblades). It sounds like a lot, but I have great visualizations on a flow of combat I want to mimic or even act out myself.
Your plan is so complex and well thought out, I can see if becoming an amazing game with time and effort. My only concern comes with animations and storytelling – how do you plan to get your intricate story across without overloading yourself with work, is there a method you will be taking to get the basic story across easily without losing the detailed world-building you’ve worked so hard on?
The best way is with simple cutscenes, which I actually found to not be difficult. Camera cutting out certain areas in animation really speeds the process since you only see what you are presented. This is where I could add dialogue for a character’s backstory. A simple items text blurb as well can explain what they do and how they work.
Additionally, the environment can also create a story itself. For example, a meteor hole can explain the destruction of a city. Many dead bodies can show conflict. The sun itself can show how this world became a frozen wasteland. The list can go on.
I really look forward to seeing the dark red ambiance you showed. I feel like the dramatic effect could be enhanced by some windy particle effects like embers. Do you plan on using a shader to make the character and environment look 2d and outlined for the anime style?
I’m not too experienced with shaders in general, but I do know that a lot of older 3D anime games used to use outlining a lot. That has obviously changed as time went on (which is also why they look better). I think there may be some outlining on characters (to have them pop) but environments won’t need them since I plan to cheat it with fog and winter weathering (given how buildings do not need that much details either, this can work). Trying to blend 2D into 3D can get wonky