Your Privacy Choices

As described in our Privacy Policy, we collect personal information from your interactions with us and our website, including through cookies and similar technologies. We may also share this personal information with third parties, including advertising partners. We do this in order to show you ads on other websites that are more relevant to your interests and for other reasons outlined in our privacy policy.

Sharing of personal information for targeted advertising based on your interaction on different websites may be considered "sales", "sharing", or "targeted advertising" under certain U.S. state privacy laws. Depending on where you live, you may have the right to opt out of these activities. If you would like to exercise this opt-out right, please follow the instructions below.

If you visit our website with the Global Privacy Control opt-out preference signal enabled, depending on where you are, we will treat this as a request to opt-out of activity that may be considered a “sale” or “sharing” of personal information or other uses that may be considered targeted advertising for the device and browser you used to visit our website.


★ INSERT COIN TO CONTINUE ★

RICHMOND
BEATDOWN

Team Formation Proposal

A 16-bit side-scrolling beat-'em-up rooted in Richmond's underground music and art culture. We're building the team to bring it to life.

INSPIRED BY: SCOTT PILGRIM DEF JAM: FIGHT FOR NY RVA UNDERGROUND CULTURE
▼ SCROLL TO READ ▼

THE GAME

Richmond Beatdown is a 16-bit inspired side-scrolling beat-'em-up where Richmond's underground music scene is the world. Players fight their way through a stylized version of the city — from DIY warehouse shows and punk houses up to iconic stages like The National and Allianz Amphitheater at Riverfront.

This is both an entertaining indie game and a living cultural archive — transforming real Richmond artists, venues, and personalities into playable, interactive media. Not inspired by the scene. Built from it.


PLAYER SELECT

The alpha build centers on three playable characters drawn directly from Richmond's creative community. Each carries their own visual identity, combat style, and personality.

P1 // CHAR_001
DEV GAJAN
Lead Fighter
The anchor of the roster. Distinctive combat style and visual identity drawn from his role in Richmond's creative scene.
POWER

SPEED

RANGE

P2 // CHAR_002
FRIDGE
Hub Masterr
Central quest giver at the Fridge Factory hub. Studio aesthetic, music production energy, and heavy hands.
POWER

SPEED

RANGE

P3 // CHAR_003
MARQUIS SQUIRES
Speed Specialist
Fast, technical, expressive. Combat style mirrors the personality-driven energy he brings to Richmond's scene.
POWER

SPEED

RANGE


ASSEMBLE THE CREW

To build the alpha and lay foundation for the full game, we need a focused core team across five disciplines. This is a collaborative creative project — every role shapes the cultural product as much as the technical one.

🎮
GAME DIRECTOR
1 POSITION
Owns the creative vision. Bridges cultural authenticity with game design decisions.
  • Vision and narrative design
  • Community liaison with artists
  • Alpha scope management
  • Long-term roadmap ownership
⚙️
LEAD DEVELOPER
1–2 POSITIONS
Builds the engine, combat systems, and hub world in Unity or Godot.
  • Combat system architecture
  • Character controller & physics
  • Fridge Factory hub build
  • NPC interaction systems
🎨
PIXEL ARTIST
1–2 POSITIONS
Translates real Richmond artists and spaces into expressive 16-bit pixel art.
  • Playable character sprites
  • Animation sheets & frames
  • Fridge Factory environments
  • UI and HUD elements
✏️
CONCEPT ARTIST
1 POSITION
Establishes the visual identity before anything is built — from character sheets to venue layouts.
  • Character sheets (poses, expressions, outfits)
  • Fridge Factory interior/exterior
  • Studio space narrative art
  • Combat reference illustrations
🎵
MUSIC PRODUCER
1 POSITION
Scores the game in collaboration with Richmond artists — the soundtrack is part of the cultural project.
  • Alpha stage tracks (3–5 songs)
  • Fridge Factory hub theme
  • Combat & menu music
  • Artist collaboration pipeline
📋
PRODUCER / PM
1 POSITION
Keeps the team aligned, on schedule, and communicating — internally and with community partners.
  • Sprint planning & milestones
  • Artist/venue outreach coordination
  • Budget and resource tracking
  • Demo and build delivery

LEVEL SELECT

Development proceeds in three phases. The alpha is the proof of concept and community demonstration. Everything after builds from that foundation.

01
ALPHA
PROOF OF CONCEPT
Three playable characters. Fridge Factory hub world. Core combat loop. Concept art package for artist and venue buy-in. This is the demo that opens doors.
3 Characters Fridge Factory Hub Combat System Concept Art Package NPC Interactions
02
BETA
EXPAND THE ROSTER
More Richmond artists. More venues from DIY spaces up to mid-tier stages. Expanded combat system, original music collaborations, and first narrative arcs.
6–10 Characters 3–5 Venue Stages Original Soundtrack Narrative Arcs Local Artist Collabs
03
LAUNCH
FULL RELEASE
Complete progression from warehouse shows to The National and Allianz Amphitheater. Multiplayer. Deep community integration. A living archive of Richmond's creative ecosystem.
Full Venue Arc Multiplayer The National Stage Allianz Amphitheater Community Archive

LONG GAME

Richmond Beatdown isn't inspired by the scene —
it's built from it.
The long-term vision is a full-scale indie game that functions as both original entertainment and a playable archive of Richmond's creative community. Real artists. Real venues. Real culture — transformed into an interactive world that feels like home to everyone who's ever been part of it.

Every team member we bring on is a collaborator in that cultural project, not just a contractor on a build. The game succeeds when Richmond sees itself in it.

JOIN THE TEAM
Richmond Beatdown is assembling its founding crew. If you build, draw, compose, or direct — let's talk.

RICHMOND BEATDOWN  ·  TEAM FORMATION PROPOSAL  ·  RVA  ·  EST. 2026