Symposium Studios / Product Direction Review

Cock Fight 2000

Five possible art leads.One production truth.Combat first.

Decision package

Choose the visual leadership, then turn a proven fight into a complete game.

The artwork below is an original exploratory direction set—not a promise that campaign, roster or economy production has begun. The existing combat laboratory is real; human feel acceptance is still the first gate.

02 / Selection lens

Recommended reset: lead with Solenne, borrow Juno + Keon + Lolo.

Solenne remains the safest production lead because modular fighters and equipment have to read in motion. Juno supplies the desired funny Miami pulp attitude, Keon shapes readable combat/UI energy, and Lolo makes the roster and stable look worth collecting. Mara, Ivo and Nia remain useful contrast references—not the base tone.

Lead systemSolenne Park
Comedy / world toneJuno + Lolo
UI & impact languageKeon Vale
Prestige key-art escalationIvo Morrow

03 / Master plan

Production is gated, not merely scheduled.

Months are planning bands, not commitments. Green is completed/proven; amber requires product approval; slate is downstream work.

Workstream03691215 months
Combat coreFixed-step laboratory, two fixtures, authored collision, AI and Gallery. Human feel pass remains the gate.
Done / acceptance
Art directionSelect a lead and supporting visual lane; turn the choice into a production art bible.
Ready
Vertical sliceOne stable hub, district, rival, boss contract, second fighter, save and onboarding journey.
Blocked
Core productionRepeatable fighter, stage, equipment, save, training and content-validation pipeline.
Planned
CampaignSix districts, complete roster, stage rotation, factions, events and ending.
Planned
Release hardeningExternal QA, accessibility, performance, native builds, store/marketing and provenance review.
Planned

Already accomplished

  • One-fighter deterministic combat lab
  • Human/AI/local/manager modes
  • Rigged equipment and finite Gear systems
  • Read-only 40-record Gallery
  • Documented automated/browser QA

Next up

  • Human keyboard/controller acceptance
  • Lead art direction selection
  • Vertical-slice scope lock
  • Second-fighter production packet
  • Native package validation

Asset reality

  • 6–8 launch fighter packets
  • 10–12 launch stages
  • 10–12 Gear / 8–10 Instincts
  • Six districts and story/event art
  • Adaptive music, SFX and marketing kit