Investor Proposal Package
NOTE - This page is NOT public and is considered CONFIDENTIAL.
Please only share this with people involved in your investment consideration.
“Titanic: Honor and Glory” takes an approach that has never been done before in the video game industry. Every element of the project is heavily based on fact and thoroughly researched to convey authenticity and history while at the same time providing a thrilling experience.
The player takes on the character of Owen Robert Morgan. He is one of the few fictional characters in the game. Morgan, an American graduate of Oxford University still living in England, is framed for murder and robbery. During questioning he finds out that the real culprits are boarding the Titanic to flee Europe. Morgan must chase them aboard the vessel and spend the entire voyage forming alliances with historical figures on board, exploring the ship, and tracking down clues needed to clear his name and find the true villain. But when fate strikes and the Titanic collides with an iceberg in the North Atlantic Morgan must now decide to either race against time to complete his quest or participate in the many desperate attempts to control the ship’s damage.
The project is open ended with various outcomes based on how the player performs during the story. The plot weaves through twists and surprises and is as intriguing and complex as a film script.
What is Included
Our project not only includes a fully explorable and interactive authentic recreation of the famous ocean liner from top to bottom, but also numerous people based off real life figures. Our list continues to fluctuate but current numbers list 200 real-life people the player can meet or observe and learn about.
We also will include detailed recreations of the city of Southampton in 1912, Titanic’s city of departure, as well as small segments of some of the other ships involved in the tale of the Titanic such as the rescue ship Carpathia, the Californian, and the New York.
With a minimum of two modes of gameplay we are appealing to both a market that wants to learn and experience history and a market that simply wants a thrilling period-adventure. Story-mode and tour-mode, the latter allowing the player to simply walk around and explore the environments without objectives.
This project is the first of its kind. With our concept of developing an entire digital experience that conveys full authenticity and the same amount of information as a textbook we are well on our way to revolutionizing both education and video games by having a crossover that users will thoroughly enjoy.
We are using Unreal Engine 4 developed by Epic Games Inc. This is one of the top game engines in the industry and delivers one of the most stunning visual displays games can offer. It is also one of the few engines capable of handling such an enormous job such as recreating the entire Titanic and sinking it. In addition to utilizing this technology our team was selected to be among the exclusive teams to test this engine for the company even before its release to the public, proving their confidence in our project.
This is a giant project. Nothing on this scale has been done before. Has there been a game with such a complicated environment as we have? Yes. Has there been a game with so many characters of different varieties and models? Yes. Has there been such an intricate storyline and plot? Yes. Has there been an environment with such a large portion of performance-heavy destruction? Yes. What’s unique is that there has never been a project that has done all of this at once before. We are cutting edge by following territory that has already been proven possible before but by combining it all into one large experience.
We are also using a special third-party device called Oculus Rift- a headset allowing for full 3D immersion in the environments. The player can see in stereo, can use their head motion to control the player, and can find themselves more involved in the experience than in any other game in the past that hasn’t used this technology. (See right video for sample)
Our project is heavily education-oriented. We are working with teachers to make sure the information presented in this project is legitimately being taught
and not simply just presented. We are also working with gamers of all ages to help get a feel for what would actually intrigue their interest more and inspire them to learn beyond our project. As said above this is a revolutionizing tool promoting the value of education while simultaneously giving the user a thrilling and captivating digital experience. (See left video)
Getting everything correct is important to us. As mentioned we are working with descendants of survivors and victims to help us keep the characters true to their real life counterparts.
We are also working with top historians to work out every last corner of the interior of the ship- to help us determine a solid timeline of events during the voyage and sinking, and even analyze the science and breakdown of the sinking and destruction of the vessel. Many of these historians are noted names in the Titanic community, having created world-renowned paintings to consulting with documentaries and feature films.
We have also been working with international historical societies to help us make this a world effort instead of just our team. We have been working with members of the British, German, Swedish, International, and Irish Titanic Societies.
Our project began as a mere labor of love 6 years ago. Over that time we have accomplished much of the impossible. For most games the hardest part of development is the programming. However in our project with so much emphasis on historic detail and authenticity recreating the enormous and elaborate ship was certainly the hardest part. We have deciphered some of the most difficult parts of the ship and have been working with exclusive historical research never available to anyone else. We are the only people in the world to have such detailed models of such a vast part of the ship. We are also the only people in the world who have models of the Titanic that are compatible with video games. There are other partial digital recreations of the ship but none on this level that function in an animated or interactive sense. The hardest part is already largely behind us.
We also have the unique ability to interpret data and groom it into a model. In most projects research is interpreted by historians who then dictate to a modeler what needs to be done. It ends up being nearly impossible to convey a fully accurate depiction. In our case our talented modelers have the skill to work with the research on their own, becoming historians in their own right. We also have a team on non-modeling historians who provide the resources and assist with guidance. To quote one of our historians, Bill Sauder, the former director of Titanic research with the company responsible for artifact salvage: “I appreciate the fact that I do not need to hold the hands of the team. Once pointed in the right direction the team is able to keep themselves going without serious mistake. I have never experienced that before.”
In addition we are crafting the story and the entire project to incorporate even some of the hidden histories of the Titanic story. Elements that truly happened are not only featured in the story of the game but woven in to it as plot points. This is not referring to the obvious sinking and disaster. This is about incidents that happened while departing, incidents during the voyage, incidents in the personal lives of the passengers that trickle into the user’s experience. We are developing a project where the user will step away feeling they that are an expert on the entire story of the Titanic.
This is a unique experience that only we are able to provide. We have groomed this project for 6 years in our free time and now want to commit full time to completing it. We need your help to do so.
The total budget needed for this project is seven and a half million dollars. It covers every cost between now and the completion of the game which is expected to be four years from the initial investment. The money includes salaries and commissions for the team members, the production of all models, sounds, and coding needed for the game, licensing of materials and gathering of additional research, and finally a post-production budget for marketing and distribution.
Returns for investment will begin once the game is completed and released with a three times return on investment. Details on this subject are open for discussion.
While we do intend to produce a run of physical copies of the game the large majority of distribution will come from online sales. According to Ubergizmo.com in a single week period over summer, 2015 some independent video games individually made as much as $10,000,000 in online sales through a single site alone. The market for video games is booming and with online sales costing nothing in production and distributors only taking a small fee for each sale. We have confidence in immediately passing the break-even point.
We anticipate a large profit in the first couple months after release of the completed project as the first customers who anticipate release make their purchases. Following the initial wave a second wave of heavy sales is expected as reviews are posted online and others become more aware of our project through word-of-mouth. From that there will be a slow trickle down until leveling off at a steady but lower end sales rate as most customers have already purchased it. By this point many games have already made several times their costs in profit.
“Indie” or Independent games are the future. They cost less than large studio productions, which can cost hundreds of millions for a single game in some cases, and they can sell just as well.
The Titanic has taken on the identity of being a part of the heritage of the entire world. Nations around the world and on all populated continents had people on board and lost people in the disaster. It is a tale that has become beloved and inspiring to all and is synonymous with disaster and epic tragedy. We owe it to the world to get this project right and convey a true depiction of the occurrences of that night. We owe it to the world to clear any unnecessary blame, clear any misconceptions, and remind humanity of the bravery that was shown by people of all backgrounds as the largest liner in the world slipped beneath the icy sea.
In doing the project we are making new discoveries for the historical community and proving that there is always something new to learn. Our work has already begun to inspire new generations to study history and admire the beauty of past eras, as well as continuing to commemorate the tragic loss of the 1,500 people who perished that night.