Underworld: Evolution Game

Brand
Underworld Evolution
Year
2005
Objective
Product Launch
Industry
Entertainment
Mechanic
Simulation & Strategy
Platform
Web
Agency
Big Spaceship

Screens

14 screens

Objective

To build anticipation for Sony Pictures' Underworld: Evolution ahead of its January 2006 release, Big Spaceship turned the film's central rivalry into something fans could join rather than just watch, letting them pick a side and fight it out with other fans in real time. As the agency put it, the goal was to give fans "vampires, lycans, Kate Beckinsale, and Flash multiplayer" — and, for the studio, a showcase of what the newly launched Flash 8 could do.

Solution

On the film's promo site, players first choose an allegiance — lycans in blue or vampires in red — then pick one of three arenas (City, Forest, or Ruins) and a mode: one-on-one Deathmatch (or solo practice against the computer), 8-versus-8 team War brawls with up to 16 players, or two-player story Missions backed by computer-controlled allies. Once a match starts, every fighter moves on the same five-second clock: in that window, the player drags their hand-drawn avatar into a highlighted zone to move it, or selects an attack and a target to strike. All the turns then resolve at once across the grid before the next five-second countdown begins, and the match continues in that rhythm until one side is wiped out.

How it plays

9 steps
  1. 1

    The player launches the game directly in a browser via Flash from the film's promo site, with no client install required.

  2. 2

    The player's first choice is a faction drawn from the film's central conflict: Lycans (the blue team) or Vampires (the red team).

  3. 3

    The player then picks a battleground from three arenas: City, Forest, or Ruins.

  4. 4

    A mode menu offers three formats: Deathmatch, one-on-one fights against the CPU or a live opponent; War, a team battle for up to 16 players split 8 per side; and Missions, objective-based fights for two human players with CPU-controlled allies filling out the rest of the map.

  5. 5

    In a match, characters are arranged on a grid-based arena map, with the player controlling their own avatar from an overhead view.

  6. 6

    Combat runs on a 5-second countdown: every participant issues one command before time runs out and all moves resolve simultaneously; a player who doesn't act in time simply has their character skip that turn and stay in place.

  7. 7

    To move, the player drags their character onto a highlighted cell, with the highlighting marking every square reachable that turn.

  8. 8

    To attack, the player clicks one of the white attack icons beside their character, which lights up a red zone on the grid showing that attack's range, then selects a target inside it.

  9. 9

    On death, the player returns to the main menu with no penalty beyond exiting the current match, and can immediately queue into a new fight.