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Leviathen
Leviathen
Storyworld
High Concept
What if a civilisation was forced to live in an underwater city in order to escape
a new ice age?
Setting
Earth, 2415, Leviathen City, The Deeps
Earth: Now a planet wrought by severe tundra (alternate version of
Earth/ alternate reality)
2415: The sci-fi era, wherein technology is far more advancedallowing the construction of Leviathen City to begin with.
Leviathan: A city of huge proportions, constructed by all nations of the
world in 2150 to safeguard humanity from an increasingly unstable
Earth.
The Deeps: The underwater section of the great city, which was
constructed to house the remainder of the population who were not
given refuge in the Skybound District- the esteemed upper section of
the city, spared only the privileged and guarded by powerful force-field
technology.
Its construction was also heralded by the need for turbine energy, given
the immense power required by the Skybound District to run its forcefield tech.
The purpose behind its construction was based
on several factors: namely that is was quicker for
this civilisation to dig down than build up.
Furthermore, the force-field technology
designed to protect the Skybound District was
designed to cover only a specific area.
Existents
Humans
Overall, humans have not evolved much further: artificial daylight lighting in
the deeps has maintained our exposure to UV radiation and man-made
underwater agriculture has kept us reasonably well fed.
However, a new disease has taken hold of humanity over the many years of
their existence in the Deeps, simply known as the drums: symptoms include
nausea, paranoia, and even blindness in extreme cases. While the ailment can
be treated, there is currently no cure.
Deeplings
Rumour has it that, beyond the primary sectors of the Deeps, hidden within
the myriad of long-abandoned sections- lost to breaches and system
malfunctions- creatures which have evolved over time in such an environment
lurk in its shadows. Truth be told, these creatures are mostly long-forgotten
pets once smuggled into the Deeps long ago, which have, over time, adapted
to survive.
Outlaws
As the name might suggest: humans which have been outlawed by Deeps
society. Reasons can range from being escaped convicts to killers and rapists
which have fled following their crimes, far into the recesses of the Deeps which
have long been abandoned due to instability and breaches.
The Council
Originally elected by the people of the Deeps, this council of 5 now self-elect
and are considered the head of government within the Deeps, and are guarded
by their own elite guard.
Drummers
Those who are consumed by the drums and undergo the worst of its ailments
without treatment become these manic entities: crazed humans who are
unable to differentiate friend from foe. They are best identified by their eyes,
which become a bright shade of white in their entirety.
D.S.F.: Deeps Special Forces (Councils Private Military)
An elite military force, separate from the Deeps own militia, which answer only
to the Council. Trained to extremes and almost devoid of humanity, they are
highly skilled in combat- a trait augmented by their
Levians
A political party of the Deeps which opposes the Denizens. While the latter
argue that, having not received any form of contact from the Skybound District
for so long. This party is backed by the Council.
Denizens
Those opposed to the Levians, who believe that the Deeps should open the
seals and make physical contact with the Skybound District.
Wyrms
Similar to whales, over the years, sea-life has evolved to adapt to the planets
new, global climate. As a result, these creatures have evolved to become the
dominant aquatic species- and their presence can pose serious risks to the
Deeps, given their sheer size and power.
Conflict
Emotio: Hannah Loban VS The Council
Ratio: Levians VS Denizens
Spirito: Freedom VS Control
Game:
Storyline + Psychological evolution
MOOD BOARD
INSPIRATIONS
Animation Library
All movements should clearly embody the personality of the character.
Animations should be planned for both the gameplay (e.g. jumping,
running, assisting etc.) and narrative segments (e.g. conversing, arguing,
sympathising etc.)
The overall animation plan should take into account how animations
would support different types of interactions from the player, including
short term effects (e.g. accidentally pushing the other character) and
longer term effects (e.g. not providing assistance affecting the mood of
the other character).
Context: John Lindsay & Hannah Lobban
Social
(bonding)
Personal
(adventure)
Intimate
(escape)
John: Closed
John: Open
John: Open
Hannah: Open
Hannah: Open
Hannah: Open
Hannah: High
energy
Hannah: High
energy
Hannah: High
energy
John: N/A
John: N/A
Hannah:
Similarity
Hannah:
Similarity
John: Similarity
Hannah: Similarity
Rest
Happy
Sad
Contempt
Anger
Anger
Sad
Surprise
Rest
John:
Closed
John:
Open
John:
Open
Purposeful movement,
Lack of fumbling.
Passive:
o Idles
Looking around (casually but with concentration),
Checking weaponry holstered properly,
Hand-over-head (to emphasis supressed stress),
Neck/ shoulder stretching.
o Sitting
Leaning forward,
Looking around- always on look-out
o Lying down
On his back,
Hand on pistol,
Head jerks occasionally (nightmares).