Both Unity and Universal are keen to stress that participating developers will have complete creative freedom when it comes to the use of the IP - after all, this is just a concept pitch to begin with. Such classic properties may come with established rules and philosophies, but developers are still encouraged to think outside the box.
"Working with a known IP is daunting for any developer," says Strafford. "There are truths about the brand and its fans to be respected and at the same innovation is required. It's tough, but it's fun. It's a high-quality problem to have."
Judging for the initial concepts will be based on four factors: creative use of the brand, gameplay and narrative design, capability, and integration of technology provided by Unity, Microsoft, and Intel. Strafford stresses that the challenge has been designed to be "as open and creative as possible", with the Unity VP telling us developers won't even be supplied with art work from their chosen franchise.
"I'm hoping that we make some new developer connections that we can parlay into long term partnerships, and see some great new concepts that are compelling enough to be made into full games"
"We don't want to influence the art style or creative direction," Strafford explains. "We're really excited to see what they come up with and how they bring these iconic brands to life."
Heatherly adds: "What we'll be looking for is ultimately core gameplay. We're used to seeing early game prototypes all the time, so we're not necessarily looking at art or polish. We know these are prototypes, not final games. What we'll be looking for is whether the game concept is fun to play - not just once, but repeatably - and whether it fits the core aspirations of the IP."
That's not to say developers are discouraged from working on an art style. Depending on the concept - Heatherly offers the example of an 8-bit retro-style game - the visuals may be central to the creative vision, so a sample of the artistic treatment could help sell the studio's idea. But, he stresses again, "the game needs to be fun."