Real Worlds - Research Dossier (06/02/25)

SWOT Analysis

Strengths 

  • General 2D Skills - I am quite familiar with tools on digital art programs and can utilise them to help me complete my artwork. I'm used to drawing in 2D 
  • Sketching - When I draw, I usually leave my artwork at the sketch stage. I find this stage the most enjoyable as for me it's the easiest. My sketches tend to look better and I prefer the messy and lose look to them.
  • Character Design - I've designed quite a few original characters so I'm quite confident when it comes to this. I am able to think of some really good ideas though this is mainly aimed at a fantasy settings. I'm sure I can adapt these skills to the science fiction setting used in deadzone.


Weaknesses

  • General 3D Skills - Compared to my 2D skills, this is definitely the weaker area. I would like to experiment with 3D software more and learn new skills but for this project I think it's better to choose the 2D pathway. I am very aware that I don't have much time for this project and I am a lot slower when it comes to working in 3D. My confidence is also a factor in this and I don't feel confident enough to produce the amount of 3D assets needed in the time we have. This is what has led me to pick the 2D pathway.
  • Environment Skills - In my previous projects, the area I struggle with most is environmental artwork. I've always left this towards the end of the project and have always had to rush it. This led me to produce a lot of pieces I don't like. I need to make sure I leave myself enough time to properly focus on these pieces as they're for a client. I want them to be happy with the work I produce.
  • Finished Artwork - I don't finish a lot of personal artwork so I'm not very confident when it comes to linework or adding tone. A lot of the times I've needed to do this recently, have been incredibly rushed so I'd like to give myself more time to experiment with this more in my final pieces.
  • Speed - I am quite a slow worker when it comes to producing assets. I spend way longer than I need to thinking about the project than actually doing it. This leads me to produce artwork later than I should. I spend a lot of the time on the sketching and design ideation parts which is an issue because I need to ensure I leave enough time for my weaker areas.


Opportunities

Portfolio - The artwork I produce for this project will be added to my portfolio for future employers to see. I need to make sure the artwork I produce is high quality so it will be more likely to catch the eyes of employers.

Experience/ Skills - Working with a real client will help me develop the skills necessary for working in the industry. It will give me the experience of working with a client and responding to their feedback accordingly. This project will also help me meet deadlines as I'll miss out on valuable information from my client if I fail to meet these.

Mantic Games - Depending on how well this project goes, there's a possibility to get an apprenticeship from mantic games after my third uni year. This will be a great opportunity to help me learn about working in the industry and it would be amazing if I could get it.


Threats

  • Time - This will most likely be the biggest threat I face throughout this project. I am a slow worker and I struggle to produce high quality assets in a short amount of time. Especially when I have other commitments getting in the way. 
  • Other Commitments - I work a part time job outside of uni which is going to cut into the time I have to work on this project. Similarly, I have other uni projects alongside this one that will require my attention. It is my responsibility to ensure that I manage my time and work load effectively so I don't fall behind.
  • Mental Health - When I fall behind in a project, I get overwhelmed by stress which really takes a toll on my motivation. I need to find better ways of coping with stress and managing my time so this doesn't happen.


IP

What is Deadzone?

Deadzone is a futuristic 2 player skirmish game where the players will battle each other on distant colonies and alien landscapes in declared containment zones. The containments zones can be cities or even whole planets that have been erased from planetary maps and left for dead. You control an elite team of soldiers that enter the Deadzone to scavenge for resources to help them against the competition.    


What is its place in Tabletop gaming?

In tabletop gaming, the most prominent genre is fantasy with games like Dungeons and Dragons as well as Warhammer being the most popular. Warhammer is a tabletop wargame mainly set in its own fantasy world based off of historical factions such as the Holy Roman Empire. Deadzone differs from this by exploring the science fiction genre showcasing an entire different world. Deadzone explores civilisation in space that ranges from cities to dead planets. Another reason deadzone differs from Warhammer, is the style of gameplay. Warhammer utilises their miniatures by having them represent units allowing them to base their rule sets on entire armies whilst Deadzone makes use of rule sets tailored to small scale skirmishes. 

Deadzone also stands out in comparison to Mantic Games' other available wargames due to it's setting alone. Kings of war uses a fantasy setting, walking dead uses on an apocalyptic setting and armada focuses on battle over seas. The only game that Mantic has created that shares a genre, is Firefight. This is because they are both set in the same world. Firefight differs from deadzone by focusing on larger scale combat using more units including vehicles and air crafts. This is similar to the style of combat in Warhammer.

Overall, deadzone stands in tabletop gaming by using setting that isn't fantasy but is still quite popular. It also focuses on smaller scale combats which new players might find easier and less overwhelming. This factors help deadzone stand out in the tabletop wargame industry.


Art Direction/ Design Language

Enforcer

Shape Design Study


Shape Language
  • Muscular
  • Guns
  • Armoured
  • Lots of Squares
  • Uniform - White with red lines in a downwards arrow motion. Typically on chests and shields.
How does this help me?

It allows me to see what shapes I should focus on during my thumbnailing process. It also allows me to see what fits into this faction. For example, majority of this faction wears the same black and white armour so I should focus on using already existing armour for this faction. It wouldn't fit the faction if I designed an entirely different outfit. The enforcers themselves are all somewhat human with maybe a few genetic modifications to make them more bulky/ muscular. This helps me know that the character I design for this faction should fit this criteria. 

Inspiration

  • Judge Dredd
  • Doom?
  • Walking Dead
  • Alien Films + Alien Isolation
  • Bioshock


Nightstalkers

Shape Design Study


Shape Language
  • Lots of Variety
  • Body horror - Lots of eyes, many teeth and visible organs etc
  • Shapes + Species vary - Some of humanoid in shape
  • Very triangular + Sharp shapes
How does this help me?

In contrast to the Enforcers, the Nightstalkers have a lot more differences in their appearances. Most of the designs are very triangular in shape and have lots of teeth. Each species of the Nightstalker is designed in a way that clearly shows how they attack. For example, the 'butchers' are extremely muscular and wield these huge machete weapons. They attack by relying on their strength to burst through barricades and dismember their prey. When I design my Nightstalker, I need to make sure I utilise a lot of triangular shape design to show how dangerous they are. This research helps me realise that I need to make it clear on how the Nightstalker attacks. Some ideas I have already is to give it a large mouth on the centre of it's body (around the torso/ stomach area) to really draw attention to how it eats. Having it on the stomach is an abnormal placement too making it all the more terrifying. 

Inspiration
  • Dnd monstrosities - Beholder, Quori, Illithids, astral dreadnoughts etc
  • Stranger things
  • Alien Films + Alien Isolation
  • Half life

Factions

Enforcers

Enforcers are a faction within the warpath universe that is governed by the council of the seven, which wields authority over the GCPS and five expansion spheres. They're are the product of a secretive research program conducted by the council of the seven leading them to be better than the average human, both physically and mentally. They are able to run further, fight harder, think quicker and will ultimately follow any orders handed to them. The Council supplies them with the best weaponry and armour that they can get their hands on. This leads them to be quite the unstoppable deadly force. They are identically uniformed and only certain units are permitted to be able to show their faces. Before recruitment, all enforcers are human that undergo a series of test to see who's brain patterns are easily changeable. This is so they can create a deadly force capable of adhering to orders and killing without second thoughts. Their pain receptors are altered to dampen the feedback without loos to sensitivity, allowing the enforcers to shut off any pain that becomes too much for them. They are the perfect soldiers that carries out orders to protect the GCPS.


Nightstalkers

Nightstalkers are a faction of weird creatures from another dimension. They are interdimensional nightmares spread through fear. They appear from these strange portals and feed off of their prey's fear. The more fear the population has, the bigger the breaches the Nightstalkers can create. A small concentration is said to be enough to open small cracks in reality for few creatures to slip through. In their attacks, few survivors manage to make it out and spread word of these horrifying monstrosities. 


Plague Weaponry (13/03/25)

During the meeting with Mantic, I explained how I envisioned my game to work. This involved the Enforcer scavenging for various weaponry to defend themselves against the Nightstalker. They advised that I do some research into the weapons the plague faction used as they are widely distributed across the world. Below I did a mood board consisting of various models from the plague factions page. I did this so I could clearly see the range of weapons and I included the entire models so I can see how they're held. The way the individuals hold them will help me determine how heavy they are as well as how they function so it's important that I focus on the figure's posture and weapon. 


Genre

Chosen Genre: Survival Horror

Main Story/ Plot: You play as an enforcer on a scouting trip to investigate the sudden disappearances of various individuals. Upon investigating, they discover the long forgotten remains of a dead planet. In their attempts to land, lots of debris damages the ship forcing them to shipwreck and scavenge for supplies. All whilst being hunted by a terrifying and dangerous creature.

Progression Idea: You start off with a big weapon such as a machine gun but as the game progression the gun either breaks or ammo becomes sparse. This will lead the player to have to utilise weaker and more close ranged weapons (close combat is better for the enemy). 

Other Ideas/ effects: Could perhaps use a bleeding out mechanic that requires bandages or med kits to heal or will lead to infection/ death. This would work similar to how malaria functions in Far Cry 2.


Why is this appropriate for Deadzone?

Survival horror and sci fi are genres that are very often mixed together in the gaming industry due to how well they compliment each other. With the whole of space to explore, sci fi often deals with the unknown whether it's unknown territory or unknown monsters. This aligns with my plan to use a long forgotten and dead planet as the primary location in my game. It gives me a lot of open space and abandoned buildings to explore. Another reason I picked survival horror, it's because it allows me to develop on the relationship between the Enforcers and Nightstalkers. Nightstalkers are creatures from a different dimension which gives them this terrifying otherworldly presence. Many Enforcers likely wouldn't have faced a lot of creatures similar to this and naturally would be quite scared. Choosing survival horror allows me to instil this feeling of fear and helplessness into the player of the game.

Another reason this is appropriate for Deadzone, is because it has been done before. In 2014, the already popular alien films, had been adapted into a game known as Alien Isolation. It's a survival horror and sci fi game that takes place some time after alien movies following the main character's daughter. This game on steam, has extremely positive reviews and is still receiving them an entire 11 years later. This is proof that an already existing sci fi IP can be adapted into a survival horror game.


What changes might you have to make?

An issue I could face, is that the current idea may currently be too similar to my main inspiration, Alien Isolation. To differentiate the game more, I plan to focus on a different environmental setting involving dead plant life and abandoned buildings. I am exploring less of space, and more on forgotten planets. I could change the progression system by reversing the typical weapon order. This means that they start off with a powerful machine gun and by the end may be forced to use more improvised weaponry such as a pipe. I could also explore status effects such as bleeding out or infection.


How will this effect your approach to design throughout the project?

Since my environment is so diverse, I will likely have to thumbnail both exterior and interior spaces ensuring they fit in with already existing deadzone terrain.

When it comes to the Nightstalker, I need to make sure the design is unique and makes sense. It takes on a very similar role to the Xenomorph in Alien. With this in mind, I need to make sure it's design has some clear differences. I plan to explore already existing Nightstalkers when creating my own design as well as looking at functionalities from already existing monsters from sources like dungeons and dragons. I want my Nightstalker to have a clear method of attack just by looking at it and to be unique as I can possibly make it.


Licensing

What is an IP license?

An IP license is an agreement between the IP right owner and the party wanting to use it. It grants them permission to use the IP in ways that would normally infringes on the rights without a license. An IP can be 'licensed-in' where you create a product or company based on another person's IP. It can also be 'licensed-out' which is when you give your IP out to another company in return for a fee. 


How and why does a company like Mantic work with others to procure and produce games within an existing IP?

To receive a license, Mantic games will need to approach the current IP Owner with a concept on how they want to use the license as well as a studio portfolio. Once the IP Owner reviews this, they will make a decision which could allow Mantic to buy the license.

There are a lot of benefits to getting a license to use an existing IP. Using an existing IP will save a lot of time as you will already have some world - building to work with and won't need to invent everything. There will already be existing characters and places that you can use. The IP will also come with it's own fanbase and if used correctly, can generate a lot of popularity and engagement for the company using the license. Another reason Mantic might want to use an existing IP, it to be able to collaborate with other business to develop new products and services. This will allow Mantic to expand their market and it will give them a lot more opportunities to explore.


How might a company like Mantic approach others to produce a licensed work based on their IP?

Mantic would need to approach the IP owner with a game concept. The IP owner will review this concept and will make a decision to accept or reject it. If they accept, a contract will be created placing restrictions and limits on how the IP owner wants their IP to be used. They will provide Mantic with a price on how much it will cost to use their IP. 


What is the legal process of acquiring an IP license?

It involves a contractual agreement between the IP owner and company wishing to use the IP. This will outline the time frame in which the license can be used, the restrictions and limits. The IP Owner will most likely ask the company to pay to use the IP.


What are the pros and cons of working with an existing IP?

Pros:

  • It opens up new opportunities to generate revenue.
  • It saves money as you won't need to spend it developing your own IP.
Cons:
  • Some IPs, especially popular ones, can be quite costly to obtain.
  • Once the license expires, the company will have to implement measures that don't infringe on the IP. This could lead to content being made unpurchasable or removed entirely.


Reference List

Alien, 1979. [Film]. Ridley Scott. Los Angeles, California: 20th Century Studios. [Accessed 6 February 2025].


Creative Assembly, Feral Interactive, 2014. Alien Isolation [Online]. PC. Tokyo, Japan: Sega. Available at: https://store.steampowered.com/app/214490/Alien_Isolation/ [Accessed 6 February 2025].


Games Workshop Limited, n.d. Warhammer [online]. Games Workshop Limited. Available at: https://www.warhammer.com/en-GB/home [Accessed 5 February 2025].


Mantic Games, n.d. Mantic Games [online]. Mantic Games. Available at: https://www.manticgames.com [Accessed 5 February 2025].


United Kingdom, Intellectual Property Office, n.d. Licensing intellectual property [Online]. Intellectual Property Office. Available at: https://www.gov.uk/guidance/licensing-intellectual-property [Accessed 30 April 2025].


Warpath Universe Fanbase, n.d. Warpath Universe Wiki [online]. Warpath Universe Fanbase. Available at: https://warpath-universe.fandom.com/wiki/Deadzone [Accessed 20 February 2025].

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