


Hi there!
Chief Executive Officer
About me
CaliforniaGraphixx, I’m a motion and graphic designer but I’ve been diving in the gaming galaxy, aims to revolutionize the industry by crafting immersive experiences. My mission is to transport players beyond reality, exploring uncharted realms through cutting-edge gameplay and storytelling.

Game overview
Under Pressure: “Battle Royale: Build, Battle, Believe”. A Game That Connects and Inspires the Next Generation. A fast-paced multiplayer game where players compete to be the last one standing. Combines strategy, skill, and survival. But this version is more than just a game…
Action-packed gameplay screenshots or a simple mockup.
“More than winning — it’s about creating, connecting, and believing.” Foster teamwork and community. Empower players to design their own worlds and characters.
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Spark the idea that if you can build it in the game, you can build it in real life.
Key Features

Epic Story
Embark on a thrilling narrative journey with twists, turns, and moral choices.

Dynamic Universe
Explore a vast, living environment teeming with diverse plants, species, and mysteries.

Customizable Outlaws
Craft your own character persona, shaping alliances and rivalries in this vast frontier.



Game Design and Visuals
Under Pressure
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Style: Realistic with high contrast and atmospheric effects (fog, gas leaks, neon glows)
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Color Palette:
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Backgrounds: Muted greys, greens, and browns (decay, corrosion)
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Accents: Cyan (oxygen), crimson (danger zones), orange (alarms/tech)
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Scenarios Example
Setting: Inside a massive dome with a decaying atmosphere, sirens echoing.
8 players are dropped into the biodome using personal pressure pods instead of parachutes. Pods shoot down from orbit and land with a heavy thud.
Character Designs
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Survivors in modular gear: pressurized suits, DIY armor, tech visors
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Gear reflects class roles (scout, heavy, medic – if used)
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Customizable helmets, gloves, and suit skins
Artistic Direction
World Aesthetic
Dystopian Sci-Fi Survival
Think: The Last of Us meets Metro Exodus inside a futuristic dome.
Visual Identity:
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Environment constantly looks unstable, worn, and pressurized
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Textures: Cracked glass, rusted metal, flickering LED lights, foggy condensation
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Lighting: Mix of natural decay and synthetic light — harsh spotlights in dark corners, neon signs buried in smoke
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Weather FX: Steam leaks, micro-dust storms, oxygen fogs, collapsing structures
Character Art Style
Design Language:
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Pressurized survival suits + scavenged gear
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Modular outfits that mix high-tech gear with scavenger improvisation
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Visually communicates resourcefulness and adaptation
Visual Markers by Rarity or Class (if used):
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Oxygen LEDs on helmets/back, glowing based on gear quality
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More advanced players have sleeker, low-profile gear; beginners look bulkier and patched-up
Character Art Style
Design Language:
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Pressurized survival suits + scavenged gear
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Modular outfits that mix high-tech gear with scavenger improvisation
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Visually communicates resourcefulness and adaptation
Visual Markers by Rarity or Class (if used):
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Oxygen LEDs on helmets/back, glowing based on gear quality
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More advanced players have sleeker, low-profile gear; beginners look bulkier and patched-up
UI / HUD Aesthetics
Style:
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Diegetic sci-fi interface – looks like it’s part of the suit HUD
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Glitches and warning signs appear based on damage or low O2
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Clean typography (square, all-caps, military console inspired)
Animations:
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Mini-map pulses like sonar
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Health bar is a circular pressure gauge
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Menu transitions: Suit boot-up screens, flickers, slow-loading visors
Audio Direction
Core Audio Identity
Goal: Create a soundscape that heightens tension, reinforces the hostile atmosphere, and immerses the player in a pressurized, unstable environment.
Soundscape Breakdown
Psychological Design Themes
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Pressure & Breathing: Players should feel the drop in oxygen through audio
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Environmental Oppression: Constant ambient reminders that survival is fleeting
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Contrast: Quiet moments become unsettling; chaos is overwhelming
Environmental Sounds
Biomes sound different:
Zone | Sound Characteristics |
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Industrial Core | Metallic clangs, deep machine hums, steam bursts, hissing vents |
Bio-Farm Ruins | Wind through broken glass, plant rustling, gasps of old pipes |
Crater Zone | Tremors, rocks falling, echoing emptiness |
Flooded Labs | Bubbling water, sonar blips, distorted audio underwater |
Toxic Swamps | Muffled fog, buzzing insects, intermittent choking sounds |
Dynamic FX:
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Oxygen low: heartbeat increases, breathing becomes labored, muffled audio filters apply
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Inside structures: audio becomes more echoed and dampened
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Dome cracks: sharp whip-like sounds, creaking metal, ambient alarms in background
Player & Suit Audio
First-person priority mix (player always hears themselves clearly):
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Breathing patterns: Vary by health, oxygen, sprinting
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Suit compression/decompression: On jump, slide, damage
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O2 alerts: Progressive — soft beep → gasping → hard alarms
Immersion Cues:
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Weapon switching has mechanical clunks + air hiss
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Damage adds pressure leaks: ongoing hiss that increases urgency
Target Audience
Market Research



Genre Landscape Analysis
Strategic Integration of Features
Innovation for Uniqueness
Milestones
Budget
