Freestyle future videogame concepts
フリースタイルの未来のビデオゲームコンセプト
I'm influenced by '90s video game pop art. I grew up with the NES, SNES, PS1, and GameCube, enjoying gems like Seiken Densetsu, Donkey Kong Country, WipeOut, Tekken, Resident Evil, and Fire Emblem. I'm still an active gamer, especially when playing with my family or modifying mods for Minecraft with my son. Analyzing and thinking about video game concepts is fun, and I've collected some ideas regarding this topic. While I'm a passionate hobbyist 3D concept artist, especially in voxel art, my focus in video game concepts is on gameplay, characters, and storytelling, rather than specific genres like RPG, Beat'em Up, Platformers, etc., platforms, or audio-visual representation.
Table of Contents
目次
1. Dance Rivals: Rhythm Resonance
ダンスライバルズ:リズムレゾナンス
Get ready to bust a move with "Dance Rivals: Rhythm Resonance"! 🎉 This isn't just a game; it's your virtual dance floor where YOU are the star. Imagine battling it out with friends or dancers worldwide, using your smartphone to make your on-screen character groove to your moves. 🕺💃 Think Tekken meets the dance world – epic combos, insane challenges, and a freaky moderator who keeps the hype real. Customize your dancer, pick your style, from hip-hop to ballet, and show off your skills. Whether you're a dance pro or just love to have fun, "Dance Rivals" is your ticket to the coolest dance battles ever. Get ready to dance your way to the top! 🌟🎶
1.1. Game Overview
ゲームの概要
Dance Rivals is a competitive dance battle video game where players go head-to-head in 1:1 dance-offs, pushing each other to achieve higher scores through intricate dance move combos. Inspired by the Tekken fighting game series, Dance Rivals emphasizes empowerment, healthy competition, and mutual motivation.
1.2. Key Features
主な特徴
Dance Rivals is a competitive dance battle video game where players go head-to-head in 1:1 dance-offs, pushing each other to achieve higher scores through intricate dance move combos. Inspired by the Tekken fighting game series, Dance Rivals emphasizes empowerment, healthy competition, and mutual motivation.
- Dynamic Dance Combos: Just like in fighting games, players can chain dance moves together to create unique and impressive combos. The longer and more intricate the combo, the higher the score.
- Motivation Mechanic: Instead of depleting an opponent's health bar, players fill up a "Motivation Meter." When a player performs a spectacular move, it boosts the opponent's motivation, prompting them to step up their game.
- Freaky Moderator: This eccentric character serves as the game's MC. He/she/they provide commentary, throw in occasional challenges, and push the dancers to outdo themselves. The moderator can also introduce surprise elements to keep the battles fresh and unpredictable.
- Diverse Dance Styles: Players can choose from various dance styles, from hip-hop and breakdancing to ballet and contemporary. Each style has its unique moves and combos.
- Interactive Arenas: Dance battles take place in dynamic environments that react to the dancers' moves. For instance, dancing on a street might attract a crowd that cheers on the dancers, while a club setting might have a DJ that changes the beat based on the performance.
- Training Mode: Players can practice their moves, develop new combos, and get feedback from the game to improve their skills.
- Empowerment Challenges: Special challenges that focus on personal growth and empowerment. These might include dancing through personal stories or facing and overcoming dance "fears."
- Online Multiplayer: Players can challenge friends or strangers online, participate in global tournaments, and climb the leaderboards.
- Customization: Players can customize their dancer's appearance, outfits, and even dance move sets, allowing for a personalized experience.
- Soundtrack: A diverse soundtrack that spans various genres, ensuring that players have the perfect beat to dance to. Players can also add their tracks.
1.3. Freaky Moderator
フリーキー・モデレーター
The freaky moderator in "Dance Rivals: Rhythm Resonance" is a standout feature that sets this game apart from others in its genre. This character is not just a typical game host or announcer; they are a dynamic, eccentric personality that adds a whole new layer of entertainment and engagement to the game. Here's a deeper dive into what makes the freaky moderator so unique:
- Vibrant Personality: The moderator is a blend of various personas – part DJ, part hype-man, part comic relief. They have a larger-than-life presence, with a distinct style and flair that makes every dance battle feel like a major event.
- Interactive Commentary: Unlike standard game announcers, this moderator interacts with the players' performances in real-time. They throw out quirky and humorous comments tailored to the moves being performed, making each player feel like they're part of an interactive show.
- Motivational Challenges: The moderator doesn't just comment on the action; they actively influence it. They can throw spontaneous challenges or objectives mid-battle, like calling for a specific move or style, pushing players to adapt and think on their feet.
- Storyteller and Guide: The moderator also serves as a guide through the game's journey, providing context, backstory, and flavor to the different levels, challenges, and competitions. They help weave a narrative that players feel they are a part of.
- Customizable Interactions: Players can customize how they interact with the moderator. They can choose the level of commentary, the type of feedback they prefer (encouraging, humorous, challenging), and even the moderator's appearance and voice, making their experience more personalized.
- Emotional Connection: The moderator is designed to be a character that players love to interact with. Their quirky nature, humorous asides, and encouraging demeanor aim to build an emotional connection with the player, making the game more engaging and memorable.
- Cultural References and Easter Eggs: The moderator often drops pop culture references, jokes, and easter eggs, keeping the content fresh and relevant. This aspect appeals particularly to the younger audience and keeps the community buzzing about what they've discovered.
Some possible punchlines provided by this vivid host:
- "Twist those moves like you're bending reality!"
- "Dance like the floor's on fire and only your moves can put it out!"
- "If beats were beasts, you'd be the beastmaster! Show 'em!"
- "Gravity? Forget it! Let's see you defy it with those steps!"
- "Your rhythm's so infectious, even shadows wanna dance!"
- "Turn up the heat! Melt the beat!"
- "If dance was magic, you'd be the grand sorcerer! Cast your spell!"
- "Shake the world with those steps! Let's feel the quake!"
- "Every step you take ripples through time! Make history!"
- "Your energy's so electric, you could light up a city! Spark it up!"
- "If moves were colors, you'd be painting rainbows! Splash that canvas!"
- "Twirl like you're caught in a dance tornado! Whip up a storm!"
- "Your moves are so hypnotic, you've got us all in a trance!"
- "Your dance is the potion, and we're all under your spell! Brew it up!"
In summary, the freaky moderator in "Dance Rivals: Rhythm Resonance" is more than just a functional element; they are a charismatic, engaging character that adds depth, humor, and a unique flavor to the game, enhancing the overall player experience and setting the game apart in the competitive dance game market.
1.4. Monetization Options
収益化オプション
- DLC Dance Packs: New dance styles, moves, and combos can be added periodically.
- Customization Packs: New outfits, accessories, and customization options.
- Premium Arenas: Unique locations for dance battles.
- Soundtrack Packs: Additional songs and genres to dance to.
1.5. Promotion Ideas
プロモーションアイデア
- DLC Dance Packs: New dance styles, moves, and combos can be added periodically.
- Customization Packs: New outfits, accessories, and customization options.
- Premium Arenas: Unique locations for dance battles.
- Soundtrack Packs: Additional songs and genres to dance to.
1.6. Summary
サマリー
"Dance Rivals: Rhythm Resonance" is a groundbreaking dance battle video game where players engage in 1:1 dance-offs, inspired by Tekken's gameplay mechanics. Utilizing smartphone cameras for motion detection, players control their virtual avatars, executing intricate dance combos to score points. The game fosters a unique environment of empowerment and positive competition, guided by a quirky moderator who encourages players to outperform themselves. Featuring diverse dance styles, customization options, and an interactive global community, "Dance Rivals" offers an innovative blend of dance, gaming, and social interaction, appealing to a wide audience of gamers and dance enthusiasts alike.
2. Eggman: The great Eggscape
エッグマン:ザ・グレート・エッグスケープ
Get ready for "EggMan - The great Eggscape", an epic 3D platformer where Gregg, an egg turned superhero, evolves into a cyborg for out-of-this-world adventures! Imagine rocketing through space with high-tech gadgets, battling space pirates, and exploring galaxy mysteries – all with a dash of quirky humor. We're talking witty one-liners and hilarious showdowns with familiar gaming legends like Mario, Samus and Solid Snake.
2.1. Game Overview
ゲーム概要
In the pixelated universe of the game "EggMan: The Great Escape", there was an egg named Gregg. Unlike the other eggs in the game, Gregg was special. One day, he fell into a cauldron filled with a mysterious, glowing code. Instantly, he transformed, his eggshell gleaming with the colors of binary and quantum computing.

Gregg, a central character in "EggMan", is an egg avatar imbued with a vibrant palette representing binary and quantum computing. His shell's sheen conveys his transformational power to manipulate the game's code. Unlike typical egg-shaped figures, Egon has expressive features – eyes that sparkle with intelligence, and a determined mouth. His movements, swift and fluid, display an agile athleticism that distinguishes him from regular platform characters. Although he lacks limbs, Gregg interacts with the environment in innovative ways, using his unique shape to bounce and ricochet. His design reflects resilience and the potential within simplicity, epitomizing the unlikely hero.
2.2. More Spice
もっとスパイス
The game "Conker's Bad Fur Day" is known for its humor, extensive use of pop culture references, and mature content, which stands out against the backdrop of its cute, cartoonish visuals. "EggMan" will integrate similar mechanics and content, here are some considerations:
- Mature Humor: One of the defining features of "Conker's Bad Fur Day" is its adult-oriented humor. This can be integrated through dialogue, in-game events, and even the design and behavior of enemies. It is cricial to strike a balance between humor and taste, as the humor in "Conker's Bad Fur Day" can be quite risqué and might not appeal to everyone.
- Pop Culture References: Incorporating references to popular movies, TV shows, or other games into "EggMan" is essential. These could come in the form of in-game dialogues, visuals, or game mechanics. They might even shape whole levels, as they often did in "Conker's Bad Fur Day".
- Genre-Shifting Gameplay: "Conker's Bad Fur Day" frequently switched between different gameplay styles. Including a variety of gameplay mechanics in "Egg-Man Rebirth", such as platforming, puzzle-solving, racing, shooting, or even rhythm-based sequences can be beneficial. This keeps gameplay fresh and engaging.
- Multiplayer Modes: "Conker's Bad Fur Day" featured several multiplayer modes. This adds replayability and a social aspect to the game.
- Strong Characterization: Conker stands out as a character due to his flawed, sarcastic, and self-aware nature. Giving Gregg similar depth could create a more engaging narrative and a stronger connection with players.
2.3. Gregg's Character
グレッグのキャラクター
Catchphrase for Gregg can help define his character and make him more memorable. Considering EggMan's transformation into a cyborg and the sci-fi context, his catchphrase could reflect his uniqueness, adaptability, and determination. Like ... :
- "Cracking the code!"
- "Time to scramble!"
- "Hard-boiled justice!"
- "Shell of a job!"
- "Let's get cracking!"
- "Egg-cellent!"
- "Ready to fry!"
- "Shell up and roll out!"
- "Yolk's on you!"
- "Over easy, or hard-boiled?"
- "Sunny-side up!"
- "Egg-ceptional maneuver!"
- "Let's get poaching!"
- "No eggscuses!"
- "You're about to be egg-stinct!"
- "Hatch and dispatch!"
- "Time to egg-splore!"
Some phrases against Solid Snake
- "Hey Snake, ever tried to sneak around in a shell? It's egg-straordinary!"
- "You may be Solid, Snake, but I'm unbreakable!"
- "You hide in a box? I'd rather have a shell."
- "Snake, even your codec can't scramble me!"
- "Ever consider a cardboard shell, Snake? More durable."
- "You're solid, Snake, but I'm hard-boiled!"
- "What's the matter, Snake? Can't handle a little yolk?"
3. Wreckin' Crew
レッキン・クルー
TBD ...
4. Mysterious Traveller
神秘的な旅人
TBD ...
5. Tokyo Vending Machine Mania
東京自動販売機マニア
"Tokyo Vending Machine Mania" is a simulation game set in late 1980s Tokyo, where players become top vending machine operators by strategically expanding their machine networks and product lines. Featuring a mix of real-time strategy and RPG elements, the game offers a colorful, humorous experience with exaggerated characters and quirky dialogue, presented in minimalist pixel graphics and an upbeat soundtrack.
5.1. Plot and Gameplay
プロットとゲームプレイ
"Tokyo Vending Machine Mania" is a simulation game where the goal is to become the leading vending machine operator in Tokyo. The game starts in an underdeveloped suburb of the city during the late 1980s/early 1990s.
Players begin with a small, compact vending machine that a sick grandfather retrieved from a junkyard. Initially, the items sold are knitted goods from the grandmother. Players can later invest their earnings in technological upgrades for the vending machine or purchase new models to build a small operating company.
To earn money faster, new product categories must be added to the inventory, and old ones phased out. These products range from toys, food, and beverages to more obscure items, excluding drugs.
Throughout the game, players must strategically place their machines in high-traffic areas, despite the high rental costs. They can also form strategic partnerships and franchises. However, competition is tough, with rivals potentially hiring vandals to damage machines or sending individuals to scare off potential customers.
The game incorporates real-time strategy elements, such as a day-night cycle and weather effects, as well as RPG elements to enable interaction with other characters. The game aims to be entertaining, featuring quirky dialogues and exaggerated characters. The repertoire of characters is based on typical stereotypes and platitudes, such as the overworked office employee plagued by suicidal thoughts who can be cheered up by the "right" product from the machine. Similarly, there are characters like the neglected housewife, the overwhelmed school child, and the teenager anxious about their first relationship.
5.2. Graphics
グラフィック
The game features minimalist pixel graphics or low-poly models without textures but in vibrant colors. Animations are intentionally humorous.
5.3. Music
音楽
The soundtrack is upbeat, with minimal voice acting, and any dialogue is in Japanese.
5.4. Target Platform
対象プラットフォーム
The platform is undecided, but the game could be developed for emulation on SNES (due to pixel graphics) or released on Steam.
6. JUMP'N'RUN CONCEPT DESIGN
プラットフォーマーコンセプトデザイン
Back in 2018 I brainstormed about a 3D jump'n'run concept like Super Mario Bros. in a voxel or low poly environment. Because voxel graphics were new for me and had that special retro charme I decided to build the concept on voxel graphics. Modelling and rendering in this project was made in free 3d graphic software Magicavoxel by Ephtracy.
6.1. Brainstorming
ブレインストーミング
The game concept consists of several worlds that are separated into several levels (like Super Mario Bros.) while each world represents a specific theme. Levels are made of individual blocks/voxels. Each block is valued with a specific amount of cudos. With approaching time the level decomposes into small chunks and disapears layer by layer and block by block from the starting point of the player. From the physical perspective levels have specific weather conditions that are depending on the specific world theme like windy, slippery, frosty etc.
6.2. Gameplay Mechanics
ゲームプレイメカニクス
The goal of the game is to accomplish the last level and setting a overall high score. The goal of each level is to accomplish each level/world within a given time. After the completion the gamer gets rewarded by a high score is based on cudos. Cudos can be earned via defeating enemies (value is depending on enemy's strength) or completing the level in time. The remaining time is added to cudos stock. Further cudos can be earned by clearing the amount of remaining hearts after completing the level. The remaining hearts are added to cudos stock. Cudos can also be earned by summing up the remaining level blocks (voxels) so the remaining level blocks are added to cudos stock too. The gamer starts with 3 "lifes". A life can be collected via "holy grail" item. Extra lifes are generated after reaching a specific cudos amount. The difficulty degree depends on the daytime, while the daytime depends on local time of the gamer. The atmospheric conditions and gained cudos play a role too. As well as the amount of remaining level blocks (voxels). The remaining level blocks are added to cudos stock too.
6.3. Graphics
グラフィックス
The level models models are made of voxels while the detailled designed characters are made of low poly models. Weather effects are an important style feature in the concept. E.g. cherry blossoms from trees are taken away by the wind. Trees, flowers and vegetation is animated and moves with the wind.
6.4. Character Design
キャラクターデザイン

In the early concept stage the main character was a batman (similar to Sherbat from Viva Pinata IP by RARE). The main character has fur, can run and jump. Some enemies have items that emit light (like lanterns or eyes). Enemy appearance and streangth is depending on daytime conditions and the game progress of the gamer. It took me nearly 1 1/2 years to start with designing the 1st artefacts for this project. I refined the idea of the main character an decided replace the bat by a bear. Sasha is his name, he comes from Russia and of course he loves vodka and honey. The early character concepts were huge voxel models that were not really handy and not useful. And to be honest they were ugly and totally out of scale. Thus by following the "Readability" approach I downscaled the final character from iteration to iteration. Downscaling makes totally sense because if you don't need those extra voxels then using large voxel models is totally idiotic and brings no added value.

6.5. Upgrade System
アップグレードシステム
Besides character design I also thought about a nice upgrade system that enables the main character to gain special powers for a limited time frame. Because the Sasha is a heavy drinker and vodka lover I had the idea of several vodka drinks with special ingredients provided by Masha.
- White Russian: Vodka with milk.
- Baikal Bay Breese: Vodka with coffee on the rocks.
- Chocovara: Vodka with hot chocoloate.
- Kefir Colada: Vodka with fermented milk.
- Red October: Vodka with strawberry flavoured milk.

6.6. Level Design
レベルデザイン
years after the 1st ideas popped for this project I had a concept for designing the levels. References to oldschool sprite-based games are very helpful, and by the way why the hell it is necessary to develop the wheel once again? Designing complex models or objects is time and resource consuming. In sprite-based games it is a common best practise to decompose the graphics in a game into patterns that can be re-used to design larger objects. In computer graphics scene those patterns are called tiles (2D). This approach is not really new because it refers to the word "modularity".
I did so and designed basic model elements that can'tbe decomposed any further. The elements have base dimensions of 21x21x21 voxels. Smaller elements like tree trunks are 7x7x21 voxels while one tiny foliage element is 7x7x7 voxels. The main variation of elements is realized by varying the colors/textures and the elemenatry structure of the element. Finally I got the following base elements ...
- Vegetation blocks.
- Rock blocks.
- Item Block.
- Water, snow and cloud blocks
- Tree blocks.
Additionally I designed several instances of a bear model that can be used for a frame by frame animation sequence.

6.7. Outlook
展望
This prototype level took me 4h. I guess the overall idea of the project has got potential for a reloead. However in retrospective I believe that voxel graphics are not the right representation for this project. Low poly would fit better because polygon graphics are resource efficient and the rework effort is not such huge like doing that stuff with voxels. Voxels are also limiting the creative freedom in designing characters and especially the kinematics of movements. No Minecraft is a really bad example.
