Street Origins
45-Day MVP Proposal
Revised experience & production scope

Underground
City

One connected street world. Three focused arcade games. Built for landscape mobile web in 45 days.

2D Isometric Hub10 Approved Characters3 Mini-GamesMobile First
The production truth

The idea is viable—once the promise is defined correctly.

We are not building an open-world multiplayer game. We are building a tightly authored arcade world that feels bigger than it is.

01

Shared world

One hub connects identity, discovery, progression and replay.

03

Focused games

Short sessions, readable controls and shared scoring.

10

Characters

Approved characters, selectable but not customisable.

45

Calendar days

Protected by early gates and a hard feature lock.

01
The world

A city beneath the city.

A static 2D isometric hub creates the illusion of exploration while keeping navigation fast, readable and lightweight.

MovementEight directions via virtual thumbstick; WASD or arrow keys on desktop.
CameraFixed landscape view. No first-person or third-person video.
PresenceApproximately 8–12 visible players, without collision or open chat.
PortalsGarage, fortified block and basement arena lead to the three games.
02
Brand world

The fragrance is expressed through attitude—not product placement.

Rebellious

The player chooses when to push, when to evade and when to stand their ground.

Street-minded

Concrete, tunnels, illicit venues, coded signage, bass, haze and night energy.

Independent

The player builds reputation outside the rules without guns, drugs or gore.

No perfume pickups. No forced bottle moments. No scent-matching mechanic. The brand lives in the persona, choices and atmosphere.

03
Player loop

Enter. Choose. Explore. Play. Rise.

Select character
Enter the city
Find an activity
Earn points
Build rank

Fast entry

A new player reaches meaningful movement quickly.

Short sessions

Each game resolves in roughly 75–120 seconds.

Replay value

Scores, ranks and route mastery bring players back.

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Game 01 · The Garage · Gameplay preview

Quiet Run

Deliver high-value cargo before time expires—without giving patrols a reason to stop you.

22-second scripted gameplay sequence · Non-playable preview · Not footage of the finished game
* Videos are for depiction only. Actual gameplay may vary upon development.

01 · DRIVE

The car follows the road while the countdown and delivery progress update.

02 · MANAGE HEAT

Speed near the patrol raises suspicion. Braking lowers Heat.

03 · DELIVER

Reach the drop-off, secure the package and receive the mission score.

Launch scope & mechanics

One city-road environment, three routes and three authored patrol patterns. Speeding, lane departure, collisions and patrol exposure raise risk. Scoring rewards time, low Heat, vehicle condition and clean driving.

Game 02 · The Block · Gameplay preview

Hold the Block

A fixed-screen PvE defence game where accuracy, timing and target priority hold back a rival crew.

22-second scripted gameplay sequence · Non-playable preview · Not footage of the finished game
* Videos are for depiction only. Actual gameplay may vary upon development.

01 · AIM & TAG

The reticle tracks a rival. Paint capsules travel to the target and register hits.

02 · DODGE & RELOAD

Incoming paint triggers dodge prompts; ammunition falls and is replenished.

03 · CLEAR THE WAVE

Tag the two-hit crew leader and receive the wave-clear bonus.

Launch scope & mechanics

Three escalating waves in one arena. Planned rival behaviours: Runner, Hider, Disruptor, Heavy and a crew leader. Tap to target, swipe to dodge, reload and special action. Stylised non-lethal paint capsules; no realistic guns or gore. This preview demonstrates a single shortened wave.

Game 03 · The Pit · Gameplay preview

The Pit

A compact street-fighting game built around three readable actions—not a full console combat system.

22-second scripted gameplay sequence · Non-playable preview · Not footage of the finished game
* Videos are for depiction only. Actual gameplay may vary upon development.

01 · CHOOSE A COUNTER

Strike beats Grapple; Guard stops Strike; Grapple breaks Guard.

02 · SEE THE IMPACT

Attack poses, lunges, recoil and throws play out as health and stamina change.

03 · FINISH THE ROUND

The final grapple produces a knockdown and a round-win result.

Launch scope & mechanics

Best of three short rounds, with health, stamina and a shared finisher structure. The preview shows one scripted round. It does not demonstrate live networking; real-time PvP remains conditional on the Day 12 technical gate.

Critical decision · Day 12

Live PvP must earn its place in the launch build.

If the prototype passes

Launch The Pit with real-time PvP, server-controlled outcomes, connection recovery and mobile-data stability.

OR

If it does not

Activate the approved AI/asynchronous opponent format while preserving ranks, rivalry and the fighting-game identity.

The decision is locked on Day 12. It cannot drift deeper into production.

08
Character production

Ten characters. One disciplined animation system.

Hub states

Idle, directional walk, interaction, celebration and failure. Directions may be mirrored only where asymmetrical clothing and graphics permit.

Combat states

Fight idle, Strike, Guard, Grapple, hit reaction, knockdown, victory and defeat—using one shared timing system.

Day 5 animation gate

One approved character must complete the full source-to-mobile pipeline. If it does not, frame count and secondary motion are simplified immediately.

09
45-day delivery map

Six stages. Four non-negotiable gates.

Days 1–3LockScope, assets, architecture, devices, data and acceptance criteria.
Days 4–8FoundationHub greybox, thumbstick, selection, shared shell and first character pipeline.
Days 9–20ProveMultiplayer presence, PvP test, hub Alpha and Quiet Run vertical slice.
Days 21–33BuildHold the Block, The Pit, all-character integration and complete Beta journey.
Days 34–38Lock & hardenNo new features. Optimisation, device QA, balance, security and bug burn.
Days 39–45Accept & releaseUAT, regression, deployment, monitoring, rollback and handover.
10
Performance contract

Mobile web is a production constraint—not a final QA check.

4–6
MB initial payload target
≤8s
Hub interactive on mid-tier 4G
30
FPS performance floor
≤300
MB mobile memory ceiling

Each mini-game loads only when required. The hub does not download the entire experience on entry.

11
Protected scope

What we are deliberately not promising.

No open world

No free-roaming city, vehicle exploration or large multiplayer map.

No console fighter

No free arena movement, long combos, weapons, destructibles or ten unique move sets.

No social platform

No open chat, voice chat, trading, tournaments, spectators or user-generated content.

Every new request must replace an existing feature, move to Phase 2 or extend the delivery date.

12
Launch dependencies

The schedule depends on early inputs and fast decisions.

By Day 1

Production-ready files for all ten characters, approved brand assets, hosting direction, login requirements and device targets.

By Day 3

Approved cargo language, rival treatment, police depiction, non-lethal projectile style and final activity names.

Throughout

One consolidated approval channel and 24-hour feedback at major gates.

13
The recommendation
Build a polished STREET ORIGINS arcade world—not three oversized games competing for the same 45 days.

Lock the city. Approve the Day 12 PvP gate. Start the build.

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