This document provides an overview of pre-production material for an upcoming project. It discusses sourcing material from the author's own previous work and collecting additional material over the coming week. The material will primarily be used for the magazine component of the multimedia production. Most of the material will be accessed through the author's OneDrive storage.
2. Material
This is the material that will be sourced in the anticipation of the upcoming production. I aim to source most
of the material from my own efforts, through my own previous light production, productions that were not
through the course or the college. I don’t aim to simply copy and paste however, as I will certainly need to
play around with the material to get it to work for what I want. Most of the material will help me for the
production for the magazine side to this project’s production. This material will almost definitely be sourced
from my Microsoft One-Drive, as it’s the easiest way to access the material that I want. Over the week I will be
collecting my material, the ones below are the best of the ones I had access to at this point, more will be
displayed on the following slide following their acquisition.
3. Sound
This is the sounds that would most likely be used if I had the
ability to actually produce this concept into a working game,
or animation at least. I will most definitely use Beep-Box to
produce the sounds that I want. In thinking ahead, I will aim to
produce a few background songs, nothing of a high quality, as
sounds aren't my strong suit, but something that works. I may
also produce some sound assets, like a door opening or
simplified speech.
Sound is undoubtedly such a crucial part to any video game,
much like the narrative drives the game forward, so does the
sounds. There was some coverage recently from BBC radio 6,
there was such a range of sound tracks used for games, from
games like Journey to ones like Red Dead Redemption 2. I aim
to produce some small sounds for the game, might me tunes,
but might just be sounds for the assets.
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This is the storage of the unaltered text that will be used in production. Mainly the magazine text-based
content, but additionally my hand written idea/concept developments/alterations. This serves as a useful
way to see what is actually included in the products, this alongside with the weekly logs would help to map
the decisions, changes in direction etc. My hand written text is mostly theoretical based text, to expand the
concept as much as possible, I will likely present this in a theory format, as the lore is most of the content
that will be presented here.
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Caesar comes to you, his most trusted advisor. He fears his demise, and how soon it will come. He has come to
you for council. You are trusted with aiding the his most loyal legion , stationed north of the Rubicon, in their
mission from him. You are to leave Rome and meet them at the Rubicon. He tasks a few of his soldiers with
escorting you to the legion. The legions mission is to safeguard his Testament. This is his greatest ideas, like
strategies/tactics and what will needed to be done in order for a nation’s greatness, like the bills that would need
to be approved, actions that would appropriate in certain situations. You are to protect his Testament from being
lost to time. He is smart enough to now how far Rome will drop in the coming decades if what needs to be none
isn't. The senate cant be trusted to actually get anywhere. This is why its all so important, his testament must be
protected.
He urges you to find someplace far away from Rome's influence, somewhere that can be built up and defended,
for as long as possible. You get to choose the region of the map that you set up in.
The game would play like a sort of mixture of Reigns, Crusader Kings 2 and Rome Total War. Once you are setup,
you and the legion form into a new faction, you are appointed its leader straight away. This faction is called the
Order Of The Testament (De Ordine Et Testamentum) , or The Holy Order (Ordinis Sancti) to the rest of the
factions on the map. This is done to reduce as much conflicts as possible.
General idea for Rome Gone Bad (P1)
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How long will you manage to hide it all? Rome had many enemies, so they would have to be many sacrifices along the
way. To be clear, Rome is still as it was after Caesar’s death. Their interactions with you down the line might be ones of
hostility, past Caesar’s death is where this game would divert from known history. If the Rome works out that The Holy
Order is the traitors that fled they wouldn’t hesitate to destroy it, best to avoid this. Distance between the order and
Rome is a strong recommendation.
General idea for Rome Gone Bad (P2)
You and the Legion knew that you would at some point need to change your appearances. This is because of Rome’s
many enemies, you don’t want to attract any more unwanted attention. Conflict is best kept to a minimum. The tactics
would stay the same, with some improvements and slight alterations here and there. The Legions gear would now vary,
depending on their role. The Legion broke up into different groups, with distinct roles. This happened upon the setting up
of the chosen region. This is referred to as the Legion’s transformation.
Idea Expansion: The Legion
The Legion itself now was broken into four factions within the order. These are the Divine Guard, Holy Guard, Shadow
Guards and the Shadow Priests. These were not all of the internal factions of the order, but it was the ones that formed
directly from the legion itself. These four factions totaled to around 6,000 men, which was the amount in a usual legion.
One of the Divine Governors came from this legion as well, he is the Divine General.
Idea Expansion: The Legion’s Transformation
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Most of the 6,000 men of the now original legion were formed into The Holy Guard or Custódia in Latin. The Holy
Guard was the brunt force of the order. They weren’t sent out for conflicts externally, just as a defense. They were
those who would bravely defend the order and it’s peoples. They weren't as experienced as the Divine Guard, but
far more than normal soldiers of their time.
They were feared on the battlefield, and far beyond, only if you chose to attack them. Their reputation slowly
morphed into one of legend, as their battles for the order were few, but pure undoubted victories. The order had a
simple policy of no mercy to those who chose to assault them in force, no one would be spared. This also helped
to give The Holy Guard a force of reputation. This sounds dark, but it was know by those who knew the legends
that it was all for their holy cause. These men were devout to the mission, always.
Their Cohorts (480 men) were commanded by one of the Divine Guards. The whole of The Holy Guard was 4,000
men, lead by the Divine General, one of the 3 known Divine Governors. A total of 8 cohorts could be mobilized at
one time, leaving a few hundred men to hold the garrisons. The men of The Holy Guard were heavily armored,
much more than even normal Roman Soldiers. This is because the order had a limited amount of men, and didn’t
want to loose them too often, as larger and larger conflicts could arise. Their experience, armor and tactics would
all give them a distinct advantage on the battlefield.
Idea Expansion: The Holy Guard (Custódia)
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The most elite and experienced soldiers were formed into The Divine Guard. This faction was 500 men strong. They
rarely took up arms themselves, aside from commanding the cohorts of The Holy Guard. They usually ran the
administration roles of the order and the region. Most of the Divine Guards were assigned to an outpost, like a fort
or camp. That was about 350 of the Divine Guards. A further 100 were assigned to teach the youths, protect
specific individuals of the order, provide council for the peoples of the order, judge those who broke the laws, etc.
A further 25 were assigned to work alongside the Divine General to advise you, the order’s leader. The Final 25
Divine Guards were a pool from which they would be assigned to command cohorts in the event of a military
intervention. Only 8 of these 25 would be deployed at once, as there was a maximum of 8 cohorts to mobilize.
There was 25 so that they were not always the ones to be sent out, like a circulation to spread the work load.
Idea Expansion: The Divine Guard (Divinae Custodiae)
Some of the Legion, those of pure and divine devolution to Caesar, formed into The Shadow Priests. They were
500 men strong, just like the Divine Guards were. These men did not carry any weapons bar a scared staff with the
order’s seal atop it. The staff did have a small spike on the bottom, this was mainly for aid of travel. However, this
could be used to defend themselves. The priests were known and loved by many, as they were kind and helpful
individuals. They lived as simple folk, just wandering the region helping as they go. They were also some of the
eyes and ears of the order. They were more effective than the Shadow Guards and the Shadow Sisters for internal
Spying, as the people welcomed them with open arms. This was purely for the stability and security od the region
and the order.
Idea Expansion: The Shadow Priests (Saceredotes Umbra)
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Some of the legion was formed into the Shadow Guards, around 1,000 men in total. These were the men of the
legion who would travel from outpost to outpost, using guerilla tactics. These soldiers were for the internal military
security of the region. They were not as effective as the Shadow Sisters, but they are in a more official capacity. The
difference between them and the Shadow Sisters is, the Shadow Guards are know, at least by the order. They may
be stationed in trees, road sides, cliff edges, etc. They wore far lighter gear than the Holy Guards. They wore well-
treated and studded leather armor, parts of them would be disguised by some gathered foliage, like modern
camouflage. This helped to give them the upper hand against any threats.
They would travel in groups of three, as they each had specific roles. One used a crossbow developed by The
Divine Apothecary, one used a heavy halberd and increased armor, one used some daggers and very light armor.
The dagger-wielding soldiers were tasked with spreading word of any large scale assaults they came across. This
meant this class of Shadow Guard would be the most athletic and capable of fast on-foot travel. Once they
reached an outpost, men on horse would send word to the capital, The Holy Guard would be mobilized. The
Shadow Guards were effectively a region-wide alarm system, one that smoothly ran like a machine.
Idea Expansion: The Shadow Guards (Custodes Umbra)
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This secret all-women faction within the order was deadly beyond reckoning. This was the only somewhat military
role a women could be in the order. They were the most elite agents that could be used in all of the known world.
They were to eliminate any threats before they even reached the region. Many a time huge hordes would near the
region, only to have their leadership mysteriously vanish. The Sisters were that skilled, they never left a trace. Usually
the army would then dissipate into nothing, without leaders to command them what chance would they have?
There was only 100 Sisters known to be operating under the orders of the Shadowed One. This might sound like a
small amount, but given their ability and skill it is undoubtedly enough agents. It wasn’t easy to become a Shadow
Sister, as it was a strict recruitment. The recruit must have lost their partner, as in they must be a widow. That and
they must have no children, or must have given them up to a new home. This is dark, but has sense to it. If there is
no loved ones left, they learn to put it all behind them. The weakness is slowly disbanded, making them into more
efficient agents. They must have also already killed before, to ensure they can handle the bluntness of the role. They
must be willing to pledge their life to the order, and to their faction’s secrecy. As they are not known to exist bar
their comrades, you and the Shadowed One. If others knew of their existence and actions, it might taint the their
willingness to the mission, as the Shadow Sisters don’t really use non-lethal tactics. Caesar hand picked all 100, he
knew they would help to ensure the order’s survival. No more sisters would ever be recruited again, the Shadowed
One seemed to prolong their lives and even bring them back. She seems to control the darkness within her and the
sisters. Will you favor the path of darkness?
Idea Expansion: The Shadow Sisters (Sorores Umbra)
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Deep in the heart of the Region, there is treacherous mountains that almost completely surround a deep and dark
forest. The forest eventually reaches an opening, in the shape of a large oval. At both ends is a river, splitting apart
and then rejoining at the other end. This leaves the middle as a sort of island, this is where the Fortress lies. The
walls begin straight from the river banks, they reach as high as the very trees that encircle the opening. There is
three towers that are placed in a triangular configuration on the inner walls, surrounding the main tower. All the
towers are part tree and part tower. This is one of the many abilities of the Shadowed One. They were once just
towers, shortly after setting up in the region, trees began growing around each of the towers. You might think they
would damage the towers, instead the reinforce them, they even help to disguise these monolithic structures
above the tree-line of the vast forest. Each of the three towers is home to one of the Divine Governors, each tower
has a different symbol on the main doors, reflecting the Governor’s role in the order. The Main tower is the
Headquarters for the order. Housing what you’d expect; meeting halls, kitchens, armories, offices, and the crucial
Strategy hall. Banners drape down in every apricate place, with the all-seeing eye instilling vigor into the order’s
subjects. At the summit of the Main tower, secretly resides the Shadowed One. Your spymaster and friend. She is
to be kept a secret, she works best that way. The Fortress has soldiers paroling both sets of walls, no amount of
defense is too much. The Divine Apothecary helps to advance the weaponry at the orders deployment. The early
crossbows are a fine example of that. The Fortress almost blends in if you don’t look close enough from a distance.
The trees are not only for disguise, but how some of the shadow guards travel. Similar to the tree-communities in
the star-wars series of films.
Idea Expansion: The Oder’s High Fortress (De Ordine Et Munimenta Sublimium Murorum)
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When it comes to the Region the order acts as it’s protector rather than just the Government. This is something
the order does do, but not foremost. Oder and stability are key to any protection. The Order runs everything from
the High Fortress. There is administrational buildings in the capital, they mainly keep the appearance of a
government stationed there. The High Fortress is not far from the capital, and can act swiftly if any threats
somehow reach this far into the region. The capital is the largest form of peoples in all the region, so it is very well
protected by the order. This would be the most civilized place in the region, on par with the High Fortress.
Idea Expansion: The Capital (Capitalia)
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There was only four of these officials. They would only answer to you, the order’s leader. They ran all the small,
day-day administrable goings on of different areas of the order, certain matters would be brought before you for
your decision being final. The Divine apothecary is centered around science, like new discoveries and inventions.
The Divine General is centered around expert military knowledge and experience, a true genius of war and
conflicts. The Divine Official is centered around expert knowledge and experience of politics and diplomacy. The
final divine governor, the Shadowed one, is not known to exist by anyone but you and her spies. She is centered
around darkness, the power it holds, the use of highly trained agents and spies. Each Governor represents a path
you can travel, so to speak. If you want to travel the path of science and discovery then the Divine Apothecary is
your favored Governor. If you wish to travel the path of diplomacy and peace, then the Divine Official is your man.
If you choose to travel the path of war and strategy then the Divine General is who you must confide in. If you
choose the path of darkness and despair then the Shadowed One is who you must seek. Each of the 4 Governors
will bring you tough situations with choices to be made, every choice reflects one of the 4 paths. You will slowly
loose favor with certain governors if you neglect their requests for long enough. You may seek to just keep it
balanced, this is wise, but also not very rewarding. Risks and tough choices will bring rewards one way or another.
You and each of the Divine Governors possess a coin with an all-seeing eye on one side, the other has is symbol of
freedom. This helps to motivate you all day in, day out.
Idea Expansion: The Divine Governors (Quod Divinum Praefecti)
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The Shadowed One is one of the 4 Divine Governors, as her importance must be recognized, at least if it's just by
you. She isn't known to anyone but you and her agents. Her agents have an air of mystery and legend even within
the order. She was recruited by Caesar himself, in the year before his demise. She is the most devoted to the true
cause, may be as a way to honor her long-time friend. She leads the Shadow Sisters, her agents of darkness, and the
Shadow Priests. She is a sort of spymaster, communicating with a handful of spy officers. This helps to reduce any
kind of exposure. She is your most trusted advisor, and your only true council. The other Governors will have their
own take on how the order should be run, you bridge all of them. You may deviate and choose to favor certain
governors over one another. She is Almost entirely covered in a widow’s attire, like a more mysterious Queen
Victoria the first. She only reveals her face when you come to visit her in the summit of the tower, weirdly she
appears to be quite young still, though she talks about time as though she isn't at it’s mercy. This would perplex
anyone else, but you know what she can do, so it just seems normal. She doesn’t know what cause her to be like
this, as she speaks of waking up around 200 BC in a crater somewhere north of Greece. Only one name was in her
head, Caesar. She found him in his youth and saw his marvel and potential. He knew she would be needed one day.
This explains his reason for tasking her with this. She is only one that truly understands things as they are. Greed,
anger, love and pain don’t seem to affect her, nor cloud her judgments. She seems to know when events are
coming, with her network of agents this is only advanced. She sounds like a miracle, but she is one with a great and
emptying darkness within her. Favoring her path, the one of darkness, could bring about some nasty eventualities.
Would you risk traveling her path?
Idea Expansion: The Shadowed One (Condensed Futura Unus Est)
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Idea Expansion: The Divine General (Divus Imperator)
The Divine General is one of the four Divine Governors, he is crucial to the order’s military operations. All of his life
he has worked up the roman military chain of command, similar to Caesar. He understands first hand the pure
brutality that is war. He knows what it will cost you all to carry out the mission, for as long as you can. Caesar had
fought with him side-by-side many a time, this was his way of honoring his late friend. Caesar gave you the right
to authorize the governors access to his Testament, with supervision of course. He will use Caesar strategies and
military ideas to advance the military ability of the order. He is the Highest Divine Guard there is, he guides them
and the Holy Guard. He is definitely a valuable voice within the order.
The Divine Apothecary is one of the Divine Governors, he is crucial to the orders advancements and innovations.
To put it simply, he is mixture of a mad inventor and mad scientist. He is known to work with dangerous materials
and inventions, so his laboratory is specially built to resist any major damage. One of his greatest inventions was
an early version of the crossbow, not as fast as they once become, but his uses a scope. With its rate of fire, its
more like a sniper riffle. Both the Shadow Guards and Shadow Sisters use this weapon, as its very effective. He
developed bolts for the Shadow Sisters that decompose in a matter of minutes, leaving only C02 behind, not
something that is looked for in this time. Caesar found him many long years ago, whilst traveling with the roman
army. He discovered him healing those who seemed beyond saving. They were, at least for this time. He does this
to both honor his late friend, but to have a safe place to explore what science has to offer.
Idea Expansion: The Divine Apothecary (Quod Divinum Pharmacopceo)
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The Divine Official is one of the four Divine Governors, he makes sure the order has a respected voice in the sea of
factions. He managed to keep peace and longevity going. He backed Caesar many times in the Senate, before the
corruption and stalemate set in. He is effectively the Orders diplomatic voice. He might seem to be just fair,
however he can be ruthless. His job is to avoid conflict, if talks sour the Shadow Sisters may appear to eradicate
the faction’s leadership. This cuts their head off before they can muster arms against the order. He is the most
effective and finest Diplomat in the known world.
Idea Expansion: The Divine Official (Persona Divina)
There is the chance throughout the game that up to nine druids may visit you. They are a rare and valuable
occurrence, as they bear crucial information and developments. This might be a new medicine, armor, weapons,
secrets etc. So they won’t part with their gift so easily, they require you to answer a set of riddles in a certain way.
You won’t know what way to answer them. You will be given a choose of four answers to each of the riddles. If you
answer as they want then they will gift you the package. They might wish for you to answer in a diplomatic and
peaceful way, maybe a curious and interesting way, maybe a dark and sacrificial way, or maybe just a precative and
honorable way. How will you answer these riddles?
Idea Expansion: The Nine Druids (IX De Bello Gallico)
17. Colour schemes/fonts/style sheet
This is the amalgamation of colour schemes, fonts and style sheet that I will put together in preparation for the
production. As for the colour schemes, I will need many, due to there being multiple potential products to come out
of production. I will aim to have some sort of aesthetic contingency, however this might not be as uniform as I’d hope
for. The short intro animation might not necessarily have a similar colour scheme as say the magazine or poster. The
red centered scheme I put together for the roman empire aspect to the production, as its insignia used reds and
golds. The brown centered scheme is for how I picture the in-concept HQ, as I picture it being a cross between a
huge towering tree and a church/castle. As for the fonts, I have already worked out what font I want to use for parts
of my production, from my experiments. The fonts I might use for the magazine and posters are ones I've used
before. I decided to collect two distinct types of fonts, as they are to serve different roles. One type is what I would
call calligraphy, the other is more of a simple serif style. The calligraphy fonts are for the magazine’s title and headers,
whereas the serif looking ones are for the main parts of text, something that is easy to read and is more neutral.