Premium Only Content

The Prisoner (1967) - Unreal Engine 5 - (Showreel)
• Create a game true to the original show. Capture the theme, style and feel of the TV show, The Prisoner (1967).
• Create a fun to play, first person, thriller, experience.
• Explore the creation of real time cutscenes to emulate a scene from the episode Free for All. (The Prisoner, 1967).
The series must be studied, noting key elements and visuals which will help to create a project which promotes and captures the themes of the original show.
From watching the show (The Prisoner 1967), I get a good sense that the creator(s) had a strong message to portray to the audience. There are many symbols and themes explored within the series, some of which include:
1. Satanism.
2. Individualism vs. Collectivism.
3. Democracy.
4. Capitalism, Globalism and unseen persons guiding events.
5. Deep State, Secret Intelligence Services.
6. Mind Control i.e. MK Ultra, Project Monarch. (Includes drugs, torture, and technologies).
7. Invisible Forces, Secret Societies and Cults.
8. Privacy and Surveillance.
To authentically capture the essence of these themes, it is best to emulate existing elements of the series rather than introducing entirely novel concepts. Consequently, the purpose of this project is to recreate a segment of the show within the game engine, providing players with an immersive and interactive experience. In the ideal outcome of this project: What genre of game, game mechanics and systems would best align with these themes?
1. A first-person thriller game that immerses players in The Village, aligning closely with the show's themes to maintain familiarity while introducing innovative dimensions, perspectives, and a captivating gameplay experience.
2. An interactive environment to enforce player immersion.
3. Hostile & Friendly NPC mechanics making the environment feel alive.
4. CCTV, surveillance and automated NPC reactions, to ensure the player feels the tension projected in the themes of the original series.
5. AI Mass Crowd System, enabling large numbers of randomised Meta Humans which would further enforce the players immersion.
6. Helicopter & Drivable Car, to enable the player to attempt escape, and also, for fun!
This is of course a best-case scenario, the possibility of implementing every one of these features fully is farfetched. But this gives a good outline of the purpose of this project, it’s motivations and the systems which must be focused on.
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