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Galloping
Ghost Productions, Inc. was established in 1994 and is owned and
operated by Doc Mack. Doc is the writer and designer of the
Dark Presence
and
Conquering Light
video games, which are both currently in production. He has a
strong background in graphic design, production, video editing,
music and audio recording, writing, costume & prop creation, web
design, technologies, managing and marketing. Combined with his
extensive knowledge of games and the gaming industry, he is a
great lead to the design team and brings the staff together.
The
talented staff of Galloping Ghost Productions has a true passion
for video games and many have been gaming since the late 70’s or
early 80’s. Many of the staff members are specifically hired for
their skills in their particular field of expertise. Due to the
smaller structure of the company, staff members often assume
multiple duties. Galloping Ghost is quick to train staff
members in the use of software and/or any unfamiliar aspects of
production. This results in a smooth cohesion throughout the
development process.
Galloping Ghost
Productions is currently working on Dark Presence and its follow
up title Conquering Light. Both are digitized, high definition,
fighting games that push the genre to new levels of detail.
Both games are heavily story oriented (over 1,300 pages of
story and character development) with vast potential for
marketing and promotional items (comic book, T-shirts, and other
items are currently in production). The games themselves stand
to be the largest game data content productions ever, a large
feat for any independent gaming company.
Our goal is to
make all our games unique and inventive, and to give video
gamers something they haven’t experienced before. We are
planning to release the games in both arcade versions and home
console versions.
Currently we are
seeking investors for outside funding to complete Dark Presence
and Conquering Light. With additional funding we will be able
to complete the games quickly and get them in front of the
general public.
The future for
Galloping Ghost Productions is bright. With the upcoming
completion of two games, we are looking forward to a heavy
marketing campaign with them.
While many video game
companies have hundreds of people working on a game’s
production, Galloping Ghost Productions has a streamlined
staff. Most staff members have multiple duties. The result of
this is a focused, cohesive team approach to the projects. The
principal staff members and their duties are described below:
Doc
Mack – CEO Galloping Ghost Productions Inc.
Doc started playing video games in 1979, at age four. He
founded Galloping Ghost Productions in 1994, with the goal to
produce games. Doc is quick to learn anything that will help
with his ambitious projects. Doc is self-taught in: graphics,
video editing, lighting, guitar and other instruments, costume
design sewing and web design. He is quick to lend his knowledge
to others on staff, allowing each employee to handle more
diverse tasks. Doc is involved with every facet of the
production, including working with the programmers, actors,
artists, 3D artists, business, music, writing, and web design.
He wrote all the stories and designed all the characters for
both games. He created all the costumes and filming props for
the games. He also choreographed all the moves for both games
and played a staggering nine characters. Doc seems to have
endless knowledge of the industry and a great amount of contacts
as well. His leadership skills are outstanding and it’s easy to
see that he is truly passionate about these projects. He has a
vision of what he wants and will not stop until the games are
complete and released.
Matt Buk – Electrical Engineer
Matt has been on staff for almost 9 years. Starting at our
first blue screening studio, Matt has become involved in all
areas of production. He was in charge of camera selection and
lighting set up for the studio. He is a very focused worker and
approaches any of our problems with sharp logic. He recently
completed our post production software research, which helped us
decide on what programs we would be utilizing. He also
portrayed two characters in Conquering Light.
Jeremiah Smith – Pro Video Gamer / Video Editing
Jeremiah was a key member in the filming studio. He handled
most of the video capturing. He has a keen eye for detail,
which was a great help with costume continuity during filming.
With a strong background in video editing, he is currently
working full time on chromakeying. He is a true video game
enthusiast and plays all genres on all platforms. He knows
what makes a good game and is anxious to play both our games.
He also played a character in Conquering Light. Jeremiah wants
video game design to be his career, and is learning many new
aspects of game design. He is quickly becoming skilled with
many new applications.
Chris Deluttri
A very dedicated worker, Chris has had to learn many new
software titles in a short period of time. He currently is
working on sound effects for the games and also assists with
actor relations. Chris also played a character in Dark Presence
and a different character in Conquering Light.
Jim
Mack & John Chavers – Musicians
Jim and John are currently in charge of our music and sound
effects. They are both very talented musicians, having released
several CDs with various bands. Both play guitar, bass & drums
and are currently working on recording songs for Dark Presence
and Conquering Light.
Tiffanie Godinez – Chromakey
Our newest staff member, Tiffanie is working full time on
chromakeying. She also spent many hours helping in the studio
with capturing.
Program Ace – 3D Art Team
Currently we have been allocated a staff of 3 members of Program
Ace to work on our background art. They are located in the
Ukraine and have worked on many great games for top companies
including Sega & Namco.
Marwan Ansari
- Programmer
Our talented programmer who has worked on many great top selling
games
Actors:
Doc Mack Matt Buk
Jeremiah Smith
Michael Lombardi Megan Barnett
Melissa Babiar
Andrea Quinones John Chavers
Linda Bohn
Pek Pongpaet Don Kiolbassa
Bill Powell
Susan Shen Chris Deluttri
Nick Jansa
Gerry Cantu Kelly Schuering
Kristina Saric
Mickey Stan Mimred
Two
actors from Mortal Kombat (who also run martial arts schools in
Chicago) were in the lineup, but after seeing the amount of time
required and difficulty of the moves, they opted to refer each
of their top martial arts students to us.
Consultants:
George K. – AFFT - Web Traffic
George has helped with previous projects. He is an expert in
advertising online and is always quick to lend a hand with web
development.
Tom
S. – Microsoft – Programmer
Tom has also helped on previous projects. He is currently
working at Microsoft and will be helping us when we bring the
game to Microsoft for release on the X-box 360.
Our first game is called
DARK PRESENCE and its follow up title is CONQUERING LIGHT. Both
games are 2D, digitized, one-on-one fighting games, similar to
the original three Mortal Kombat games. However, we are on a
much larger scale than anything previously attempted and use the
latest video technology. We are implementing several new game
play features never before attempted in any fighting game.
Unlike many older games, which were drawn or newer games that
are all computer generated 3D art, we use live actors for our
characters. We filmed our actors in High Definition performing
fighting moves in costume in front of a greenscreen. Then we
process the video and incorporate controller movements to build
the characters in the game.
Dark Presence has 8 selectable characters, one
hidden character and one boss character. All the fighters use
weapons throughout all the in game action which is a first in
any digitized fighting game. This has never been attempted
before as the chromakeying process is difficult.
This is also the first
fighting game to have no image flipping. Most fighting games
film or draw one side of the character and then simply reverse
it when the character turns around in the game. This causes
discrepancies such as costumes being reversed (for example if a
character has a tattoo on his right shoulder, when they do the
image flip, the tattoo will be on his left shoulder. We filmed
complete left and right sides for every character. This sounds
like a simple idea but it’s really a major undertaking as it
instantly doubles the amount of footage that needs to be shot.
We took this opportunity to add another whole new element to the
game. We had the characters have different basic stances and
separate move sets for each side. This adds a whole new level
to game play as players may like moves on certain sides more and
have to fight for positioning. This will have gamers playing
longer in order to learn all the best strategies.
DARK PRESENCE will also
feature extremely lifelike character reactions. In most games a
fighter will strike their opponent and their head will go back,
no matter what direction the attack came from. We have gone to
the extent of filming directional reactions. This allows our
characters to realistically roll with different attacks. If a
strike hits the character on the right side of the face, they
would roll left with the attack. We applied the same principle
with falls. Our actors filmed dozens of various falls in order
to be able to react to any attack thrown at them.
As with most all fighting games, you select your
character and fight your way through the other combatants. If
you are able to beat all the other fighters, you are pitted
against a final boss. If you are able to defeat the boss,
usually you are treated to a little story showing what happens
to your character. Games like Mortal Kombat had storylines that
had alliances between several fighters, even though they would
kill each other during fights. At the end of the game, the
character story just went on as though you hadn’t just killed
off your friend. This was a very large inconsistency with the
story. As Dark Presence and Conquering Light both are very
story driven, we will feature multiple endings, which play based
on what you do in the game. For example, Trenton and Wilson are
brothers, but they have to fight during the game. Story wise,
Trenton does not want Wilson dead, so if he kills him during
game play, the player will see the “bad ending”. If Trenton
wins the fight but does not kill off Wilson, the player gets to
see the “good ending”. This will have gamers playing each
character several times trying to see all the endings. This
also leads to one other point in Conquering Light. The true
ending in Dark Presence has most of the characters killed off.
Any one killed off in Dark Presence does not return in
Conquering Light. Many other games go back and bring back older
characters to extend the amount of characters in the game.
Mortal Kombat had ten characters of which all except one,
returned in Mortal Kombat II (however only seven were
playable). So while Mortal Kombat II had 14 characters half
were just rehashed from the previous game. Most characters
don’t even have new costumes or moves. We have again gone out
of our away to make our characters stand out above and beyond
the typical game design. Conquering Light has an astounding 20
fighters. Of the original ten characters in Dark Presence only
one character is the same in Conquering Light. Three other
characters also but with completely different costumes, and very
different move sets. We wanted to make Conquering Light play
similarly to Dark Presence but not just be a redone version of
it.
Backgrounds are another area that is heavily
scrutinized by serious gamers. It’s very important to stage the
fights in areas that not only look interesting, but always are
relevant to the characters and their stories. Our backgrounds
are like no 2D game before, in the fact that we have an internal
clock and calendar. Most games have one background for each
character, as do we, but we have rendered our backgrounds in
several ways to show not only day, night (which will switch
depending on the actual time of day, but also the game
backgrounds will change from summer, to fall to winter to spring
based on what month it is. We even have multiple rain and snow
animations. With all the variations this makes our background
count jump from 10 to a staggering 80+. This attention to the
backgrounds it will have players looking to see what else we
have hidden with the game.
Here are some comparison
shots from Dark Presence, Moral Kombat II and the latest Mortal
Kombat: Armageddon.

MIND MASTER – ROAD TO NOWHERE – DAY – SUMMER

MIND MASTER – ROAD TO NOWHERE – DAY – FALL
MIND MASTER – ROAD TO NOWHERE – NIGHT – WINTER
Compared to Mortal Kombat II Living Forest

Here
is the background of the Living Forest from the Latest Mortal
Kombat

The
animation is pretty limited with the Mortal Kombat backgrounds;
this is can be due to system limitations, developer time
constraints or just the developer being more focused on other
game areas . Regardless of the cause, it should not be
overlooked. Our backgrounds are full of animation, trees and
grass sway in the wind. Clouds float across the screen in the
sky. The street lamp flame flickers and even has bugs flying
around it at night time. Not to mention the weather effects
like the snow and rain. The rain causes puddles to accumulate
that the characters splash through if they step in them.
FINISHING MOVES – As in Mortal Kombat, after you’ve won the
match, you are able to “finish off” your opponent with a special
finishing move. When a character won, he or she could stand a
certain distance away from the opponent, and enter a special
button combination. The screen would go dark and the victor
would perform a “Fatality”. This would be anything from ripping
a heart out or punching a head off to super natural moves like
breathing fire on your opponent or freezing him in ice. Each
character had 1 or 2 different finishing moves. The way they
were filmed was similar to regular basic moves. The actors
would do an attack and then the opponents would do a separate
reaction. Filming it this way caused several problems with
moves not lining up from character to character. Everything was
handled in a very generic fashion. We have taken this concept
to a whole new level. Our finishing moves have film-like
cinematic quality. Unlike Mortal Kombat, every actor has filmed
each finishing move with every other actor. It ends up viewing
like a short movie, as we have filmed each finishing move from
several angles and then edited them together in post
production. Each character has three separate finishing moves
(A, B, & C); however they have been designed in such a way that
they can be linked together! Finishing move A can link to
finishing move B, and finishing move B can link to finishing
move C. All three can be done together for a very dramatic,
action filled finishing move. Filming each actor with one
another allowed us to change up finishing moves from character
to character. This will be a big draw to get players to keep
playing to see all the finishing moves. Dark Presence has a
remarkable 437 finishing moves and Conquering Light has 1504!
Once edited, our finishing moves are about 4 hours video by
itself. The latest Mortal Kombat attempted to make linkable
finishing moves, but it went over poorly with gamers, as it was
again done generically. Standard hits, a punch to the stomach
or kicking the opponent’s knee to spin them around were now
considered killing moves. Several game magazines even
questioned why they opted for such watered down finishing
moves. It was a big mistake that definitely left gamers
unsatisfied.
Game balance is a critical aspect that also
determines how well a game will be received. If all the
characters are not properly balanced, there will always be a
favored fighter that is easy to win with. With our games, each
character’s characters weapon variations make game balancing
very interesting. A bigger fighter (such as Titan) will do a
lot of damage with his weapon (an axe) and since he is a big
guy, it’s logical that he would be able to withstand a fair
amount of damage. However, he is a slower character and has a
shorter reach. By comparison the Ravona character fights with a
staff, is much faster and has a very long reach. However, she
doesn’t do as much damage with her attacks and she is not able
to take as much damage. Using these attributes we are able to
balance our characters.
Like with all fighting
games you are able to choose to play against a friend, and you
are also able to challenge the computer. How well the computer
plays against you is determined by artificial intelligence (A.I.).
However usually fighting games are loaded with several preset
calculations that determine what the computer will do in any
situation. While this is usually adequate, astute players are
often quick to find flaws in the system. This can make the game
incredible easy to play through just by doing the same movements
over and over. We have a true learning A.I. system, which will
prevent this from happening. Our computer literally learns and
adapts to each gamers’ play style and adjusts to always make the
game challenging. We have also taken into account to not make
the game frustrating to new players.
One exciting and innovative
feature we will be implementing in the arcade version is the
“shock band”. The shock band will be worn by the player, and
when his character receives heavy damage in the game, the band
will discharge a shock. This will be a completely optional
feature. For safety purposes, the arcade system itself will
house a recharging battery powered device incapable of
accidentally sending too strong of a shock, instead of drawing
power straight from the wall socket. We have done testing and
it adds a strong element to the game play. While the “shock” is
mild it gives incentive to be a little more protective of your
character.
Another cabinet related
feature will be the prize drawer. The drawer will unlock when
the player wins the game. The drawer will contain eight
separate panels each containing a prize relating to the
characters in the game. The prizes will range from a shirt
similar to the one worn in game to, sunglasses like the ones
worn by another character. The arcade vendor will be able to
reorder prize directly from us to restock. Having a prize
drawer will not only get gamers playing all the character to
collect all the prizes, but it may also have them playing in
more locations if they have seen someone else win the game at
their local arcade.
In Conquering Light, we
added even more unique features. Most notable is the addition
of two sets of team fighters. Continuing with the story, there
is a set of brothers and a set of sisters that fight as a team.
This gives them special moves that a single fight could not
perform alone. We also added a third team of a fighter and his
dog. Most movies today would have opted to make a computer
generated dog. With some inventive filming, we have been dog to
use a real dog in our game.
With all the features
and attention to detail that we have incorporated in Dark
Presence and Conquering Light, they are sure to please even
veteran fighting gamers everywhere. With unique characters,
detailed backgrounds, great game play and just the overall fun
experience of playing the games, we are expecting them to sell
very well once they are completed.
Development is broken down into three parts,
pre-production, production, and post-production. Pre-Production
is complete. This was the time spent designing characters,
making costumes, casting our actors, coming up with the play
mechanics for the game, developing story lines, move structures
and so on. We also spent time assembling our skilled staff to
work on the project.
Production is also
complete. This was our time in the filming studio. We entered
the studio January 1, 2005 and left October 17,
2006. The first six months we spent testing our camera set up,
lighting arrangement and filming process. June 16, 2005 we
began actual filming, and filmed nearly every day. Many
sessions lasted over 24 hours. Some of our actors are trained
marital artists, some are not. The ones that had no training,
we worked with and taught them every move they would have to
execute. Filming consisted of standing on a green screen in a
“Basic Stance”, performing an action move, and then returning as
closely as possible to the original basic stance. If the actor
did not line up perfectly he/she had to do the move again. The
actors had a television with an outline of their basic stance on
it to see how close they were to landing a move. We also had
foot outlines on the floors to help line up foot positioning. A
quick move was done in three or four attempts, while a hard move
could take twenty or more. The most difficult move took 182
takes!

Linda as Ravona prepares for her next move. Doc makes sure
Jena lines up properly.
The average character had
about 240 basic moves with over 1,000 attempted moves. The
average character was filmed in 52 hours for basic moves and
finishing moves. Close attention had to be paid to facial
expressions too. So much detail comes through in high
definition, that if an actor is not putting in their full
effort, it would be easy to tell in the actual game. Filming in
costume, under the hot lights, while swinging, (in many cases)
real weapons was definitely a challenge even for our most
seasoned martial artists.
While actors filmed basic
moves by themselves, finishing moves were handled differently.
Every actor had to film their finishing move with every other
actor. Unlike Mortal Kombat, which had generic offensive
animations that coincided with generic reactionary animations,
filming them together would allow us to change certain points of
the finishing moves for various reasons, sometimes expanding how
the characters interact within the story.

Alita reels from Cole
attack
Reece chokes out Sakata
This was a tremendous
undertaking, but the result we ended up with will be one of our
biggest selling points. We shot the finishing moves from
various angles so once edited they have a very cinematic look to
them.
We began post production
shortly after leaving the filming studio. Post production
consists of sorting all the footage we shot. Organization has
been key to making two projects this big possible. Since the
filming studio we have kept careful records of what was shot and
when. Currently, all the game data is on 10 external hard
drives that tally up to two terra bytes of data. We also have
of two sets of five DVD binders with hundreds of DVD backups of
all our data. The DVDs are stored in two separate locations in
case of fire or other catastrophe.
Currently we are focusing
on chromakey work. We have already completed six of the ten
characters basic moves for Dark Presence. We are almost done
with another two as well. We estimate another month for all the
basic moves to be completed, and then we will move on to
chromakeying and editing finishing moves. This should take
about another month.
Chromakey is the process of
removing the greenscreen from our video. It is a very long
process as every move has to be loaded into our software and
looked at frame by frame. The average character is about 15,000
frames of animation. While it is fairly easy to remove solid
green from the shot, the lighting would often cast shadows,
which usually have to be removed by hand. This is the most
labor intensive part of post production.

Here is a screen shot of the process used to chromakey our
characters.
While chromakeying is
going on, our music and 3D backgrounds are also being worked
on. Also, our programmers are working on finishing the actual
game code. When the game coding is done and all the content is
ready, we will work on a process called “character building”.
Character building is when we assign joystick controls to the
animations, and determine properties such as; how much damage a
move inflicts, which reaction animations will play when a
character is attacked, where the player can be hit and so on.
It’s an extensive process, but once we have one character
completed, we will be able to use that character as a template
for the next.
Following that stage the
game will be in its beta stage, where we will play test to find
any game flaws. We already have a long list of volunteers for
beta testing the game. This will make the process go very
quickly.
Also at this stage,
backgrounds and music will also be implemented. Background
development is handled out of house by a company called Program
Ace. We are in daily contact with our artists there. It’s a
fairly straight forward process designing the backgrounds. We
have the basic ideas and rough backgrounds that we upload to
them. Their artists sketch out a rough draft and then send it
back to us for approval. Changes are sent back and forth until
the background is finalized. At that point, the 3D artists
start modeling and rendering the sketch into what will be our
final background. The constant communication has made working
with a team halfway across the world easy, efficient and very
productive.
One other aspect of the
game coding is security. Many great games get pirated and lose
sales as they end up being given away online by bootleggers.
Fortunately, Dark Presence and Conquering Light have several
ways to combat piracy. First is the fact that the games are
both incredibly large. This will keep people from attempting to
just rip data off the screen. It’s just not feasible for it to
be stolen that way. Next we have a proprietary video codec that
was created specifically for our games. It’s a great
compression algorithm that gives us excellent video quality
without having an impossible amount of memory in the game. Also
the game hardware will scan itself to make sure all other
components are factory original and being emulated. With these
precautions, we will be protected from piracy and bootleggers.
With the game having so
much data our programmers faced a big challenge. Most games are
able to fit on a DVD which holds 4.7 Gigs of data, but older
games were much smaller than that. Mortal Kombat for example
was about 600 Megs. A single character in Dark Presence is
larger than that. Our programmers devised a special graphic
compression system just for us which will allow our data to be
shrunk down to a more usable size. This will be a very sought
after tool in the industry that Galloping Ghost Productions now
owns.
With post production going
along very well, the games will be completed in as efficient way
as possible. With additional funding we will be able to have
more employees working and get the games done and to the public
quickly.
DARK PRESENCE |
Current
Workers |
Est. Comp. Time |
Ideal Workers |
Est .Comp Time |
|
Chromakey Basic Moves |
3 |
2
months |
5 |
1
month |
|
Finishing Moves to Chromakey and Edit |
1 |
6
months |
7 |
2
month |
|
Character Building |
0 |
** |
5 |
3
months |
|
Visual Effects |
0 |
** |
3 |
2
months |
|
Intro |
0 |
** |
3 |
1
month |
|
Endings |
0 |
** |
3 |
2
months |
|
Music |
2 |
2
months |
3 |
2
months |
|
Audio Effects |
2 |
2
months |
2 |
2
months |
|
Backgrounds |
4 |
5
months |
8 |
2
months |
|
Game Code |
1 |
5
months |
3 |
3
months |
|
Beta Testing |
0 |
** |
5 |
3
months |
|
User Interface |
1 |
2
months |
2 |
1
month |
Several of the current workers are involved in
multiple aspects of production. Many of the above listed
elements are being worked on at the same time as well.
Currently we are looking to release the game before the year is
over. Added funding would provide the capital to purchase more
computers and hire the additional workers we will need to speed
up our production time immensely.
The video game industry is big business and
continues to grow in revenue each year. In 2002, the video game
industry broke the $10 billion mark worldwide, and for the first
time, it was more profitable than the U.S. movie theater
industry. Another record was set in 2005, when the industry
generated $10.5 billion. By comparison Hollywood made just
$8.99 billion. The record was broken again in 2006. The US
market made $12.5 billion, with Hollywood lagging behind at
$9.49 billion. Analysts predict 2007 to be another record year
for the industry. Now is the time to invest in this promising
market.
The American video game
market in itself is doing well, bringing in $12.5 billion in
2006, an increase of 6.4% over 2005.
The strength of the video
game market is in the variety of products being sold. There is
the software. They are the actual games themselves. Then there
is the hardware which is the actual system that plays the game.
This also includes arcade cabinets, memory cards, controllers,
accessories and anything manufactures can think of.
Another interesting thing
is happening in the industry. Movies are actually being made
based on games. This adds even more of a chance to make money
off of a game. The examples are many, Mortal Kombat (which also
spawned a TV show), Resident Evil, House of the Dead, Street
Fighter, Doom and even Halo is being made into a movie.
Video games continue to
grow and become a bigger part of society. This helps out with
merchandizing. It is not uncommon to walk down the street and
see someone wearing a video game t-shirt. There are even
sections in most gaming stores that sell various merchandise
promoting games. They range from video game action figures, to
trading cards and comic books. A video game that comes out now
has a very good chance of making money in many diverse areas.
Since the entire industry is very healthy it sets up the chance
for games individually to do very well.
2006 was filled with
success stories of individual games. These successes were
varied from every type of game and play style to every type of
system. Playstation 2, an aging console system, still had
plenty of hits. Guitar Hero 2, a popular party game, and
Kingdom Hearts 2, a popular RPG, both made over 1 million
dollars in one month. Not to mention the most successful game
of 2006 was Madden Football 2007 for Playstation 2 which made
$2.8 million dollars in December of 2006 alone. That doesn’t
even include all the other systems it was on!
Another incredibly
profitable time in the industry is the holiday season. If games
are well made and come out at the right time they have the
potential to move a high volume of units in a short period of
time. Take for instance Call of Duty 3. This is a popular and
critically acclaimed sequel. Call of Duty 3 was timed to come
out just in time for the holiday season. Couple this with the
excitement of the new consoles, the Microsoft XBOX 360 and Sony
Playstation 3, and you have a recipe for success. Call of Duty
3 sold 1.1 million copies in just one month.
While the home market has
flourished, arcades overall have declined greatly over the
years. There are several reasons that arcade and home console
units have not co-existed well over the years. First is that
arcade units cost several thousands of dollars. In the past
this was fine. Consoles could not bring that graphic quality
home to the players, so if gamers wanted the best looking games,
that had to go out and pay to play it. The problem occurred
when the home console units technology started getting better
and the arcades stayed the same. Arcades used a very simple
system call JAMMA that played PCB boards. This system was
limited in color palettes, resolution and even having more
buttons. For whatever reasons, the arcade industry continued to
use the same Jamma systems until well after 2001. Arcade
companies making ports from arcade to console started being able
to give more content in the home version then in the arcade.
This made companies rush the porting time, giving only a very
short amount of time that the game would be exclusive in the
arcade. Instead of the year and a half the arcade would have
the game to itself; it began to be cut back to about 6 months
and then even shorter. This gave arcades no time to recover the
costs of the expensive arcade units. Many smaller “mom & pop”
arcades were forced to close down due to this. Bigger arcades
such as Dave & Buster’s and Gameworks are the main arcades in
the country now, which mostly are filled with simulator games,
and not the standard upright arcades. What we have done, is go
around the Jamma system completely. We will be running on
proprietary PC hardware that will enable us to have no
limitations on our games. Since PC hardware is relatively
inexpensive, this keeps our costs at a minimum. We can still
charge standard arcade prices and maximize our profits. In the
past years there have been very few arcade games released. This
has left main arcades hungry for any new games, which will make
it even easier for us to sell to the bigger distributors.
Recently two major game companies (Capcom and Namco) have
announced a return to arcades. Both plan to release games late
this year or early next year. This shows that our business plan
is right on target with the headlining gaming companies and we
are ahead of them in production.
These are exciting times to
be involved in the video game industry. This is the best time
to be making a video game due to the strength and direction of
the market. If a game is made well and released at the right
time, there is potential to make a lot of money.
With any new video game, it
is usually held up very closely to the competition in its
genre. If you are only as good as the other guy who has been
out for years and has several sequels under his belt, you just
aren’t going to make it. Our competition has to be broken down
into several categories.
The Indie Market – As
we are independent gaming company we will initially be compared
with other indie games & companies. Though independent gaming
is becoming very popular now, and many smaller companies are
putting out good games, we just cannot be compared to them.
While most indie games are lower budget and visually less
attractive, we are far above and beyond anything on the indie
scene presently. One website that tracks indie gaming very
closely is the TIGSource. The title of their review on us is
simply “HOLY SH__”. They go on to say “Prediction: Best Games
of 2006 (2007?). A bold statement, I know. But I’ve never been
more sure of anything in my life.”
http://www.tigsource.com/articles/2006/07/21/holy-sh
. While there are some great independent games out there, we’re
confident that nothing else is of the same caliber as our games
are.
Mainstream video gaming is
a huge industry. Games have multi-million dollar budgets and
hundreds of staff members working on each game. While there are
several viable fighting game franchises out today, there are
only a few that are real headlining games. Mortal Kombat will
be our closest comparison game franchise. Fortunately Mortal
Kombat II is one of the bestselling video games of all time, and
we are anxious to show what a much more advanced and better game
we have. Mortal Kombat, Mortal Kombat II, Mortal Kombat 3 and
its follow up Ultimate Mortal Kombat 3 all used 2D digitized
graphic in which live actors were filmed on blue screens. While
its creators at Midway Games have produced four more versions of
Mortal Kombat, they did not sell them in the arcades. They were
all fully rendered and did not sell anywhere near the amount of
copies as Mortal Kombat II did. Throughout Midway has opted for
a more fantasy style story, where characters can throw fire
balls and freeze opponents with ice. It should be noted that
most of the staff are big fans of the Mortal Kombat series. Doc
actually custom built his own arcade versions of Mortal Kombat
and Mortal Kombat II for his home. He also knows many of the
actors that filmed in the original games. Three of the original
actors from Mortal Kombat series were asked to be involved with
our filming of Dark Presence and Conquering Light. Once we had
each of them out to the studio and they saw how cutting edge our
production was, they were all very excited about the
opportunity. However after seeing our filming list and move
requirements two of them decided it was best if it were left up
to someone younger. As both of them run martial arts schools in
Chicago, they brought us their top students, who fit the roles
very well. A third actress from Mortal Kombat II had a concern
with the level of violent content in our game. She also
recommended her top student for the part.
Here is a comparison chart
of many key features that are looked at by gamers.
|
|
Mortal Kombat |
MK II |
Ultimate Mortal Kombat
3 |
DARK PRESENCE |
CONQUERING
LIGHT |
|
Unique Characters |
10 |
8 |
9 |
10 |
19 |
|
Background
Variations |
7 |
9 |
13 |
80+ |
136+ |
|
Endings |
7 |
12 |
24 |
14 |
38+ |
|
Frames per character |
170
including
finishing
moves |
230
including finishing moves |
260
Including
finishing
moves |
15,000
NOT including finishing moves |
16,500
NOT including finishing
moves |
|
# of Moves
per character |
36
including
finishing
moves |
50
including
finishing
moves |
52
including
finishing
moves |
250
NOT including
finishing
moves |
275
NOT including
finishing
moves |
|
Finishing moves |
7 |
51 |
84 |
437 |
2504 |
|
Resolution |
800x600 |
800x600 |
800x600 |
1280x1024 |
1280x1024 |
Currently even the newest
gaming systems (Sony Playstation 3, Microsoft Xbox 360 and
Nintendo Wii) will have a hard time running our full game. As
most games are 3D they require less data space for the games.
We are going to discuss releasing the games on the Xbox 360 with
a hardware expansion to allow for all the added space we will
require. While there are several fighting games on the home
systems, most are 3D. However many 2D games have been released
in classic compilations or are available for download, which
have been selling extremely well. It’s clear to see that many
gamers want to see “classic” 2D games. A review of Mortal
Kombat Armageddon (which marked the end of the Mortal Kombat
series) in Electronic Gaming Monthly states that it would have
been better if they focused on a 2D version of the game and put
more effort into the finishing moves. These two factors are
what made Mortal Kombat one of the biggest fighting games series
of all time.
This will be broken down
further into animated and digitized, and we will also compare
ourselves to the top 2D fighting games as well. Animated games
such as Street Fighter II and Samurai Shodown have the
characters drawn by hand. This requires large amounts of
artists and time and would usually still end up with a
relatively small frame count. The animations would look great
but would have to play fast and would still seem a little choppy
and not fluid. 2D digitized games such as Mortal Kombat were
filmed with live actors as we have done, but they opted for a
very low frame count. Their average character has around 240
frames of animation for both basic and finishing moves. In Dark
Presence, our Titan character has 14,983 frames of animation for
his basic moves alone! We run at 30 frames per second. This
gives a true to life look to our characters. Having such a high
frame count is why we were so careful to line up during the
filming process. Anytime someone would not line up, this would
cause a “pop” in the animation. It was critical to have the
best looking and smoothest possible moves and reactions.
Mage
quality comparisons between Dark Presence and other 2D fighting
games like Mortal Kombat or Street Fighter II speak for
themselves, as shown below:

Mortal Kombat II

Street Fighter II

DARK PRESENCE
It’s
clear to see our game’s video quality is unmatched. Even the
newest Mortal Kombat games, just can’t compete. Having real
actors allows us to show facial emotion too, further enhances
the action. This is not easily achieved with 3D characters,
which usually have little or no expression.

Mortal Kombat Armageddon
Looking at the competition
in the arcades and in the home console market, it’s easy to see
there are some great games. Most of our staff has been playing
them for years. We have taken our passion for fighting games
and made Dark Presence & Conquering Light surpass everything
else out there in terms of graphics, story, game play, and
more. We respect the game franchises that have been around for
a long time. It’s hard not to when you see that they’ve made
billions of dollars over the years, but we’re confident that our
games have what it takes to sell big to fighting game fans.
For video games, like any
other product marketing can make or break its sales. Being an
independent gaming company, we do have advantages when it comes
to marketing. Presently most all of the other independent games
that are being worked on have a much smaller scope then what we
are shooting for.
We will focus on marketing
in many areas, including gaming exhibition shows, magazine
reviews, touring, the internet, a documentary, promotional
items, and international gaming.
Gaming Shows: This
is a great way to create buzz about our games. While most
companies only hit the biggest show (such as the E3 show), we
will attend many of the smaller shows as well. On June 10,
2007, Galloping Ghost Productions attended the Midwest Gaming
Classic. While it is a smaller venue, we did meet with the main
people who run the show. We offered them a private showing of
our progress so far on Dark Presence. They were very impressed,
and even offered us a complimentary booth for the next show to
promote our games in the next year. Once the game is completed
we will schedule out a complete itinerary of shows that we will
attend. One of the advantages we do have is that with live
actors as our characters they will be able to personally promote
the games. With any major video game show, magazine and
internet coverage is very strong. This leads us to our next
area of marketing.
Magazine Coverage:
There are currently dozens of video game magazines that come out
monthly. Many gamers read several of the magazines every
month. We will be putting together promotional press packages
and sending them to all the major gaming magazines as we near
completion. Included in these packages may be a video demo or
even a short playable game demo as well as other promotional
items to generate excitement for the games and their
characters.
The Tour: Once Dark
Presence is complete we want to get it in front of as many
people as possible. While gaming shows will get us coverage in
magazines and on the Internet, nothing beats going straight to
the arcades and letting the retailers see how the game will do
if they had one in their arcade. We will be planning events in
major arcades, showing off the game itself as well as giving
gamers an opportunity to talk with the designers and actors.
Promotion for this can be done through the arcade and online as
well. The tour can be a great way to generate sales
instantly.
Internet: The
internet is one of the best ways to promote video games as you
can show video clips and really get game players drawn into our
games. We currently have our main web domain,
Http://www.gallopingghost.com
updated and upgraded during production. We have started an
e-mail list which presently has over 1,500 names which we can
use to send e-mails and return visitors to the site as new
merchandise becomes available. We have already been interviewed
by several gaming sites as well, one of which has already
proclaimed us “Indie Game of the Year”. As with magazines, we
will contact them and give web reviewers access to the game so
they can review it for their web patrons. We have done
several game web site interviews already and again received very
promising responses. As we are holding off on pushing our games
until we are closer to their actual releases, it’s amazing that
we have already been receiving emails from not only the US but
from around the world (most notably England, Australia &
Serbia).
Documentary: We
were recently approached to be a part of a documentary about the
video game industry. The director is looking to show what it
takes to bring games to market from a recognized gaming
company’s point of view and from the indie gaming companies
point of view. The director will be showing the documentary
initially at the Sundance film festival. This will be a great
way to get our name out as well as show how work went into the
games production. We will be doing an in-house documentary as
well. This will be included with the home console release in a
deluxe edition of the game. As many gamers really appreciate an
in-depth, behind the scenes looks at the production end of their
favorite games, this should be a great promotional item. Again,
since we have live actors there are a lot of great stories from
our filming studio that are much more entertaining than just the
usual developer’s point of view.
Promotional items:
Strong, identifiable characters create enduring interest in a
game, and great potential for marketing of promotional items.
We have already started making and selling promotional items
with Dark Presence and Conquering Light. Items such as
t-shirts, buttons, and posters are common, but we intend to go
much further. We have already been in contact with a sculptor
from McFarlane Toys (one of the biggest toy manufactures in the
US) and he has expressed great interest in sculpting action
figures and statues for us. We have found many sources online
where practically any item can be made with our logo or
characters on it in small quantities. This way we can test to
see how well items will sell before going into larger budgeted
production runs.
Another marketing point is
our actors themselves. Many are trained marital artists that
compete regularly. We will also be able to promote the games
with events that any of our actors participate in.
We are also currently being
linked online through our 3D teams’ website. They told us they
do not usually promote other companies outside of Sega and
Namco, but they are very excited for us to do well.
One marketing point that is
a hot topic is violence in video games. Dark Presence and
Conquering Light do have a high level of violence in them.
Coupled with the fact that we use live actors, this is almost
sure to be brought up to the main stream media news. Reports on
in game violence such as with Mortal Kombat and more recently
Grand Theft Auto received tremendous news coverage everywhere.
Politicians comment on it regularly and even base campaign
platforms on it. When a game receives so much publicity due to
the violent content, it has always only helped to drive the
games sales. In November of 2003 a game called Manhunt for the
Sony Playstation 2 was completely banned in the U.K. and was
also removed from the major retail stores in the U.S. Once the
news coverage hit, the games sales skyrocketed. While we did
not make Dark Presence violent just for the sake of being
violent, it does have some scenes that may be controversial.
Any attention this draws will only be helpful.
From the inception of Dark
Presence, we’ve always paid close attention to how games do from
region to region. Games are often retooled to do well in other
countries. Sometimes the stories are changed, or visuals and
content are removed. During character development we had
several online research chat groups. This has allowed us to
tweak our characters to do well in the largest gaming regions
(US & Japan). This is a very important step that is often not
taken into consideration. Mortal Kombat for example was one of
the best selling games in the US, however when it went to market
in Japan, it was only moderately received. They changed the
storyline and the blood effects and even then it still only did
fairly well. We’ve used that information to create a game that
will not only do well in the US market but should appeal to
Japan as well.
Also the games become
closer to completion we will also contact arcade industry
leaders X-Gaming. They are an arcade cabinet manufacturer that
specializes in joystick set ups. We should be able to secure a
deal with them to custom build our joysticks for our cabinets.
This would guarantee us advertising on their prominent website
as well.
With so many marketing
opportunities available, we are greatly looking forward to the
focusing on it more. For now, we are not soliciting any
promotional opportunities (aside from our website), as we want
the games to be closer to completion. The strong gamer
responses we’ve received so far, without marketing anything have
been so encouraging we one we do start marketing the response
should be phenomenal.
Investing and Financial Data
As with any
investment, there are no guarantees. We are a small company in
a very high demand, high technology market, operating on a small
budget. We have done everything possible to see these projects
succeed and so far the response from those who have seen it has
been very positive. We are currently looking to raise $250,000
total. We presently have one investor who has put in $20,000.
Getting the games to the point they are at now has cost
approximately $200,000. This includes workers pay, costumes,
computers, cameras, lights, and other filming equipment, studio
rent and other expenses.
While we do plan on doing several other projects, they will not
be worked on with any funding from current investors. Investors
are limited to the profits from Dark Presence and Conquering
Light games only. We are not currently accepting investments in
Galloping Ghost Productions, Inc.
To give an idea of
how lucrative video games can be, let’s look at some numbers.
We are not able to get a final price of the game units cost
until the game is a little closer to completion, but we can
estimate the standard cabinet will cost about $3,800. We will
also be releasing a deluxe version with added features. If we
are able to sell our game with a $6,000 profit per unit and we
only sell 200 (which would roughly be the amount if we only sold
to Dave & Buster’s and Gameworks arcades), the return would be
$1.2 million dollars. This does not count the unlimited amounts
of smaller arcades, pool halls, theaters, Laundromats, or school
campuses that we will sell the game to as well. It is hard to
get accurate numbers as to how many places have arcades. There
is also a very strong private collector market that we can sell
to as well. Not only will we have the arcade to sell to but
also the home console market as well. While it’s hard to figure
in the costs of licensing on the home systems, just looking at
how well a top game sells can indicate the tremendous amount of
profit that can be generated. Games like God of War II sold
over 1.3 million units before the game was even released in
pre-purchases. At the retail store the games usually run $50+
which is $65 million in store sales. On top of that there are
international sales as well for both arcade and home console.
We currently have
the following investing options:
1.
Investing with a return of a percentage of the profits
earned from the Dark Presence game
2.
Investing with a return of smaller percentage of profits
earned from both Dark Presence and Conquering Light games.
We are open to
discussing other investment options, depending on the amount you
are interested in investing.
While the cost of production a pretty broad, it’s difficult to
fully itemize the complete use of the funding, but here are some
key funding elements:
Programmers $12,000 - $60,000
6 Apple Mac Systems – $1,500 each - $9,000
Backgrounds - $16,000
6 Full time employees: $2,000 per week
Web work: $2,000
Cabinet design: $3,800 per cabinet
We will also be
looking to obtain bank loans, once we have secured the first few
investors. With funding in our corporate account we will be
able to present the solid structure banks are looking for to
give high dollar valued loans.
Investors will be
kept updated on a regular basis and are always welcome to
contact us anytime as well. While we do have a true passion for
video games, we look forward to the financial gains from each of
the games completions as well and we are quick to want to share
both with our investors.
If you would like
further information or have questions regarding the games or
investing, please contact Doc Mack at 708-908-0267.
Thank you
for your interest and time in reviewing our investing package.
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