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Arcane: Act 1

Game #4366
Production Department

Rift Entertainment

Project Manager - Joseph Sees | ​jsees.riftentertainment​@​protonmail.com


As. Project Manager - Nic Anderson | ​nanderson.riftentertainment@protonmail.com

Department Leads
Manager - Khalil
kberry.upsilontech@gmail.com
Senior Studio Director - Matthew Barrera | ​mbarrera.riftentertainment@protonmail.com
Junior Studio Director - N. “Scott” Teran | ​nteran.riftentertainment@protonmail.com

Game Description
Japan is in ruins. This time period becomes known as the warring states of Japan; it was a
world of violence and disarray. Then, Ari and three other shoguns unite Japan together under
the rule of Tokugawa Shogunate. However, not everything is as it seems. The Emperor,
persuaded by a great many demons, executes a plan of transforming the elite shoguns into
raging demons, but Ari escapes with her life. You ‒the player– must take up the mantle and
retake Japan from the corrupt Emperor and defeat the shoguns you had once trusted. Created
in Unreal Engine 4.21, the game has an open-world style design. Enter into this first-person,
role-playing-game and retake the land of the rising sun.

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Introduction
In order for other groups to succeed and flourish in their department, they need a
backbone in order to support them. The Production Department handles all of the
documentation, media, and logistical planning for the studio. This allows for the other
departments to concentrate on their area of development while the production department
handles the business aspect and overall image of the club. The production department makes
sure the club is running smoothly and efficiently throughout the year providing external services
and dealing with any hiccups or roadblocks the club has. We also provided a t-shirt for the club
to advertise our club.

Game Promotional-Advert
This open-world first-person RPG has extensive levels and an immersive story based in
a dystopian alternate timeline: Japan has descended into darkness. You play as Japan’s last
honorable shogun, ready to lay down your life for your homeland. Twitter- ​@​RiftEntertainm1

Game Promotional-Advert:​ In up to 250 characters, write some promotional text that we can use on Twitter for your
game. Include your Twitter handles, or the Twitter handle for your game (if you have one).

Creator Background
Our studio began in the summer of 2017 when three friends decided that they wanted to
make a video game from scratch. They met once during that summer and did nothing but play
video games. However, when the school year began, that idea of wanting to make a video
game from the ground up was still very much alive. They ended up talking with their engineering
design teacher and asked to create a club. These three founding members: Joseph Sees, Alex
Skrumbis, and Khalil Berry went on to lead the club. That first year, no one knew how to code in
C++, how to animate and develop a cutscene, how to record foley or sound effects, and
absolutely no one knew how to run a video game studio. That first year, the 15 or so members
worked diligently to try and make a working game. Some members were naturally good at
writing, some good at art, some good at recording music, some were good at working with
computers, some good at leadership, and all of them were exceptional at learning new things.
They took these natural talents and split into different divisions: art, development, audio,
scripting, and management. That first year, though a final product was not finished -- in fact, it
was hardly started -- the team learned the invaluable skills and experience needed to run a
studio, to code a game, to record foley, to animate cutscenes, and to work together as a team.
With this knowledge, the original team continued the club, recruiting new members; this
year, our time had come to at last accomplish the goal that the original team had set out to
achieve. It felt like destiny had called our names. With every passing meeting, they marveled at
the efficiency and hard work of the members and were astounded when the first line in Unreal
Engine was written more than 6 months before they had done so the previous year. With every
passing day, they climbed closer and closer to our goal and eventually they reached that ledge.
So while they are not professionals, while they do not have college degrees, and while
none of us have taken a single C++ coding class, they still pushed through despite the
obstacles in our path. In the end, they reached the goal they had set out to achieve and the

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experience and skills gained throughout this journey will carry with us into the future, forever
making an impact on our lives.

Creator Background:​ In 2000 characters (approximately 100-300 words), tell us the story about your or your team's
creative history, describing who does what and the work that came before this piece. Treat it like a story. 100 – 300
words is a good length.

Submission Background
The creation of our game started in September of 2018, the fall of the second fiscal year
of our small studio. The decision behind the story and environment of the game was decided by
the entire studio through brainstorming sessions at concept meetings. In these sessions, we
had two rules: “one idea at a time” and “there are no dumb ideas.” This gave us a very long list
of concepts ranging from futuristic-space-fighting to medieval-western crossover. As we
narrowed down the list by eliminating concepts based on feasibility, it became clear that the bulk
of the studio was most interested in an open-world feudal Japan game. With the concept of the
game nailed in, we started scripting and storyboarding. After each was done, we started work
on the audio and the initial wireframe being coded into the game. The animated characters and
sounds were then added into the game along with terrain and foliage. This was repeated for
each level and took 1-2 months depending on the complexity of the level. We decided on two
levels since the open world map would take extra time in coding, wireframing, and such.
Surprisingly, we only hit a few snags while making the game. That being said, we did
have issues. When we started developing the open-world map in November, it took much longer
than we had anticipated, the development was pushed back a month. In the end, we had to cut
out a side quest; while this was unfortunate, it helped us refocus our efforts on aspects more
relevant to the plot and to refine the gameplay.
As we are a school club organized and led by high school students, everything we do is
funded by our members. As a result, the only money going into the game is the 75 dollar fee for
entering IndieCade, funded by each member pitching in.
Since October, we have been meeting twice a week, and with 30 members in the studio,
we totaled over 1,200 hours just inside the studio’s regular meetings. It would easily be over
7,000 hours counting the work done outside of those. While this hardly compares to large game
studios or even small Indie studios, it does show how important this game is to us and the
incredible determination we have to make our own video game from the ground up.
Submission Background:​ In 2000 characters (approximately 100-300 words), tell us the journey of how this piece
got made, including funding, resources, and anything that affected its creation process.

Website and Social Media


website-​https://rift-entertainment.weebly.com/
Instagram-​@​riftentertainmentofficial
Twitter- ​@​RiftEntertainm1

Website:​ Please provide a link to your personal/team/company website. Submissions with multiple creators should
provide one joint website. This doesn't have to include the actual game, just the place you want us to direct people
who look at our website.

https://www.indiecade.com/submissions-help-section/
Social Media:​ Please provide links to social media (Facebook pages, Twitter profiles, etc.) you want us to use in our
publicity. We will use the first listing as your primary social media link. These might belong to a company or to
individuals – it's up to you.
Instagram Promotion:​ If you would like us to promote your game on Instagram, please provide us with a link to a
60-second video which we can download to and share on our Instagram.

IndeXchange Networking
We would like to be given the opportunity if at all possible, to meet with Microsoft Studios
and Respawn Entertainment.

IndeXchange Networking: O ​ ne of the goals of the IndieXchange is networking! At the IndieXchange there is also
the opportunity to meet with collaborators, partners, platforms, and potential funders through short curated meetings
and networking activities. Please tell us about the commercial platforms (e.g. Microsoft, Oculus), governmental
funding agencies (e.g. The National Endowment for the Arts) or other potential partners you’d like to meet with.​what 
would be accomplished/proposed during this meeting?

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