Pitch Document Sample
Pitch Document   |   Page#1
Call of Duty is a first person shooter World War II game placing the player
into a realistic combat environment with the Allies against the Axis!
Call of Duty
First Person Shooter
Microsoft Windows
                                                 We plan to bring this type of
                                                 game to casual shooters on
                                                   the PC who love dramatic
                                                  stories presented in World
                                                         War II type movies.
                       Pitch Document   |                            Page#2
Players get to experience three dramatic campaigns during World War II
against Nazi Germany and their forces in this amazing warlike simulation of
a shooter.
Play through the eyes of Private Joey Martin, Sergeant Jack Evans, and
Corporal Alexei Ivanovich Voronin through three campaigns while
experiencing a wide variety of authentic weapons and firearms.
World War II, or the Second World War (often abbreviated as WWII or
WW2), was a global war that was underway by 1939 and ended in 1945. It
involved a vast majority of the world's nations—including all of the great
powers—eventually forming two opposing military alliances: the Allies and
the Axis. It was the most widespread war in history, with more than 100
million people serving in military units. In a state of "total war", the major
participants placed their entire economic, industrial, and scientific
capabilities at the service of the war
effort, erasing the distinction between
civilian and military resources. Marked
by significant events involving the mass
death     of  civilians,  including   the
Holocaust and the only use of nuclear
weapons in warfare, it resulted in 50
million to over 70 million fatalities.
These deaths make World War II by far
the deadliest conflict in all of human
history.
Shoot opposing forces while fighting near barracks, jumping over trenches,
prone ability allowing soldiers to shoot more accurately as opposed to
running, and using cover to avoid being wounded or killed in battle.
                      Pitch Document   |                             Page#3
         Move Forward                        W
         Move/Strafe Left                    A
         Move Backward                       S
         Move/Strafe Right                   D
         Jump                                Space Bar
         Shoot                               Left Mouse Button
         Switch Weapons                      Mouse Scroll
The playable characters in this game are never seen in the third perspective
and remain in first person for the entirety of their campaigns. You play as
three major characters in the American, Russian, and British campaigns.
  1. Private Joey Martin, member of the 506th Parachute Infantry
     Regiment, training at Camp Toccoa in Georgia, United States on 9
     August 1942.
  2. Sergeant Jack Evans and a unit from the 2nd Ox and Bucks of the 6th
     Airborne Division take part in Operation Tonga.
  3. Corporal Alexei Ivanovich Voronin is on one of many barges
     transporting Soviet soldiers across the Volga River, many of which are
     destroyed on the way by German artillery or Luftwaffe aircraft.
Play through three separate campaigns
during World War II from training camp in
America to the snowy fields in Soviet
Russia, players will experience a variety of
opponents starting from crash cour se
dummies to enemies who flank and cover
with possible armored forces. As each level
is revealed to the player, a part of History
will be revealed to the player not just as
an entertaining game but also an
educational one. The story behind the soldiers' names are entirely fictional
but the event will put the players through the eyes of these soldiers.
                     Pitch Document   |                            Page#4
1. Historical/Educational Videos that inform or educate players about the
events of World War II as each mission is completed.
2. Shellshock, or in our game is known as tinnitus, which creates a blurry
nauseating effect when caught near an explosion simulating realistic soldier
experiences.
3. Simulation of the battlefield to show what the soldiers experience during
an ambush, a blitzkrieg, or a paratrooper; how vulnerable these soldiers
really were.
4. Health points are
affected if player is shot
at. The only way for
soldiers     to   continue
fighting effectively is to
find medical kits stored
in various locations on
the battlefield or bases
throughout the game to
restore     their   health
points.
5. Authentic Weapons ranging from the Luger to the 1911 and from the
Thompson submachine gun to the heavy Garand rifle, we offer a variety of
weapons with stopping power to eliminating opposing forces.
6. Adversarial Multiplayer where players may choose either the Allies or Axis
in a Team Deathmatch or Free for All gameplay.
With the use of the id Tech 3 engine that was originally developed for Quake
III Arena and Quake III, we have heavily modified the engine for this game.
Unlike most other game engines released at the time—including its primary
competitor, Unreal Tournament, id Tech 3 requires an OpenGL-compliant
graphics accelerator to run. The engine does not include a software renderer
                       Pitch Document   |                           Page#5
The graphical technology of the game is based tightly around a "shader"
system where the appearance of many surfaces can be defined in text files
referred to as "shader scripts." Shaders are described and rendered as
several layers, each layer contains a texture, a "blend mode" which
determines how to superimpose it over the previous layer and texture
orientation modes such as environment mapping, scrolling, and rotation.
The engine is capable of three different kinds of shadows. One just places a
circle with faded edges at the characters' feet, commonly known as the "blob
shadow" technique. The other two modes project an accurate polygonal
shadow across the floor. The difference between the latter two modes is
one's reliance on opaque, solid black shadows while the other mode
attempts (with mixed success) to project depth-pass stencil shadow volume
shadows in a medium-transparent black. Neither of these techniques clip the
shadow volumes, causing the shadows to extend down walls and through
geometry.
The graphics for this game will be realistic for the purpose of a World War II
simulation/shooter forcing immersive gameplay for players. A few things
need to be taken into consideration, such as the poly count for the game.
For weapons, there must be two presented low and high poly models where
the high poly model will be used for first person mode. The low poly models
are separate models that can be dropped or seen on another NPC for the
purpose of optimization.
Colors range from gray to white varies on location, typically covered in
debris, rocks, foliage in one area. The Russian campaign will mostly be
snow, industrial, and pine trees.
Environment sounds must be included to increase the dramatic effect of an
ongoing war in the background that surrounds the player and his squad.
Weapon sounds are recorded from actual weapons for accurate depictions.
                      Pitch Document   |                              Page#6
1. Battlefield 1942 is a 3D World War II first-person shooter (FPS)
   video game developed by Swedish company Digital Illusions CE and
   published by Electronic Arts for Microsoft Windows. The game can be
   played in singleplayer mode against the video game AI or in
   multiplayer mode against players on the Internet or in a Local Area
   Network.
          The Difference: Our game features a much more dramatic
   storyline with stunning effects and immersive gameplay that puts you
   in the mindset of a soldier. The multiplayer battles featured are placed
   in a slightly smaller map than battlefield's but holds much more
   intense combat varieties ranging from firefights to stealthy silent kills.
2. Day of Defeat (commonly abbreviated as DoD) is a team-based
   multiplayer World War II first-person shooter video game of the
   European Theatre of World War II.
          The Difference: Again, our game features an immersive storyline
   as opposed to multiplayer only type gameplay.
3. Medal of Honor is the first title in the long-running Medal of Honor
   series of video games. It was released for the PlayStation in November
   1999. The story was created by director/producer Steven Spielberg
          The Difference: The biggest competition with our game due to
   the same timeline or similar series of campaigns/battles is Medal of
   Honor. As opposed to their referenced movie, Saving Private Ryan, the
   battles in Call of Duty features more intricate AI with unique NPCs
   ranging from not at all important to main roles that influence that
   players' decisions.
                   Pitch Document   |                              Page#7
Infinity Ward is an American video game developer. It created the video
game Call of Duty and four other installments in the Call of Duty franchise.
Vince Zampella and Grant Collier established Infinity Ward along with Jason
West in 2002 after working in 2015, Inc. previously. All of the 22 original
team members in Infinity Ward came from the team that had worked in
Medal of Honor: Allied Assault while in 2015, Inc. Activision helped fund
Infinity Ward in its early days, buying up 30 percent of the company.
               Item                                Cost
               3D Modeling Software                $23,503
               Painting/Texturing Software         $14,333
               Audio Software                      $9,300
               Game Engine                         $425,500
               Office Rent                         $50,355
               Total                               $522,991
         January              Preproduction Process
         February             Game Assets Creation, Tech Assets
         March                Continue Assets
         April                Continue Assets
         May                  Continue Assets
         June                 Game Trailer, Continue Assets
         July                 Release Game Trailer, Complete
                              Assets
         August               Bug Testing
         September            Bug Fixes
         October              Release Demo
         November             Publish Game
         December             Sell Game
                      Pitch Document   |                             Page#8