Thursday, November 27, 2025

Title Bout Championship Boxing: 2K & Visual Concepts Edition



TITLE BOUT CHAMPIONSHIP BOXING: 2K & VISUAL CONCEPTS EDITION

“The Deepest Boxing Simulator Ever Made, With 2K’s Presentation and Production Muscle.”


1. Visual Identity & Presentation

A. Broadcast-Level Presentation

Visual Concepts is famous for its broadcast packages. TBCB under 2K would feature:

  • Multiple licensed broadcast teams (Showtime, DAZN, legacy HBO pack)

  • On-screen punch stats with real CompuBox-style animation

  • Real-time tendencies and momentum shifting overlays

  • Fighter walkouts with full lighting rigs, crowd chanting, pyro, and coach cam

  • Crowd reactions based on fighter popularity, region, and storyline context

B. 2K-Style Camera Direction

  • Dynamic corner cams

  • Ring apron tracking shot

  • “Behind the jab” POV replay

  • Cinematic slow-mo for knockdowns and flash KOs

  • Corner mic’d-up sequences between rounds


2. Gameplay Philosophy

TBCB is primarily a simulation engine, so 2K would not turn it arcade.

They would enhance it by giving the deep sim layers a visual, playable expression.

A. Hybrid: Simulation Engine + Real-Time Boxing

  • The base TBCB engine calculates tendencies, stamina, accuracy, counters, and ring generalship.

  • The ring action plays out in real time like:

    • Top Spin 4 footwork precision

    • Fight Night Round 4 punch animation fluidity

    • Undisputed (early ESBC) weight transfer and mid-range realism

    • UFC 5 clinch tactile control

This gives players:

  • Full control of movement

  • Optional assisted accuracy

  • Deep stamina/pacing logic

  • Realistic physics and punch reactions

B. Advanced Boxer AI (2K-Quality Behavior System)

Every boxer uses a TBCB “DNA profile” that contains:

  • 100+ tendencies

  • Ring IQ rating

  • Adjustment logic (early, mid, late fight)

  • Corner/coaching influence

  • Fatigue, hurt reaction, morale shifts

  • Personality (confidence, stubbornness, discipline)

This is much deeper than any boxing game ever made.


3. Animation & Systems

A. Motion Matching Like NBA 2K & WWE 2K

Visual Concepts would use:

  • Motion-matching blend trees

  • Style-specific animations (Ali, Tyson, Fury, Chavez, Hearns)

  • Punch variability: long, short, looping, tight, slashing

  • Footwork styles: bounce, pivot-heavy, stalker, pressure, elusive

B. Weight-Class-Accurate Physics

  • Heavyweights hit with slower but massive impact

  • Welterweights have more fluid combos

  • Lightweights use speed and high output

  • Body types affect:

    • Punch resistance

    • Defensive tendencies

    • Movement style

    • Stamina decline

C. 2K Collision + WWE Grapple Tech for Clinching

  • Real clinch entries

  • Weight-based entanglements

  • Punching in the clinch

  • Dirty tactics

  • Referee break logic


4. The 2K “MyCAREER” Equivalent

MY BOXER: THE TBCB CAREER MODE

This would be a masterpiece if Visual Concepts handled it.

A. A full RPG-style career

  • Amateur system (Golden Gloves, Olympics)

  • Regional circuit

  • Signing with promoters and matchmakers

  • Gym relationships

  • Coaches with traits (Freddie Roach type boosts offense, Mayweather Sr boosts defense, etc.)

B. Dynamic World Simulation

  • AI boxers age, peak, decline

  • Rivalries form organically

  • Promoters protect their stars

  • Fight negotiations simulate money, rematch clauses, venue, gloves

  • Sanctioning body politics

  • Corruption events (judges, promoters, mandatory challengers)

C. Locker Room & Training Camp System

A cinematic pre-fight routine:

  • Pad work sequences

  • Strategy meeting cutscenes

  • Watching tape of opponent

  • Sparring AI sim

2K would add:

  • Training minigames

  • Stats that develop based on habits (train footwork = better agility; skip cardio = gassed early)


5. TBCB “MyLEAGUE” Version

THE PROMOTER / SANCTIONING BODY MODE

This is where 2K’s empire shines.
Think NBA 2K's MyLEAGUE but for global boxing.

As a promoter you manage:

  • Television deals

  • Venues

  • Fight nights

  • Rankings

  • Weight divisions

  • PPV cards

  • Rivalries

  • Scouting amateur prospects

  • Boxer morale

  • Gym and staff upgrades

A. Full Fight Scheduling Calendar

  • Yearly schedule like Top Rank, PBC, Matchroom

  • AI vs AI fights simulated using the TBCB engine

  • Upsets, retirements, injuries

B. Create-A-Boxer (2K-Style Depth)

  • Full face morphing

  • Body-type builder

  • Movement style presets

  • Tendencies editor

  • Personality sliders

  • Full gear customization with realistic branding


6. Online Features

2K would make TBCB the most competitive boxing ecosystem ever.

A. Ranked Seasons & Divisions

  • Weight-class-based leagues

  • Promotion/relegation through tiers

  • Seasonal ranking resets

B. Fight Cards & Leagues Players Create

  • Players host online events

  • Set rules, venue, ring size

  • Allow CAWs

  • PPV simulation with custom presentation

C. 2K Server Tracking (Stats, Trends, Builds)

  • Telemetry for punch accuracy, style matchups

  • Player tendencies tracked like NBA 2K’s heatmaps


7. The Database — TBCB’s Heart, Supercharged

Title Bout’s legendary database would explode if 2K controlled it.

A. 5000+ Fighters, Past & Present

Each with:

  • Detailed statistical profiles

  • Tendency charts

  • Career arcs

  • Style tags

  • Knockout patterns

  • Punch selection logic

  • Defensive style (Philly Shell, High Guard, Peek-a-Boo, Cross-Armed)

B. Official 2K Retired Boxer Licensing Program

Like 2K’s classic teams:

  • Tyson

  • Ali

  • Foreman

  • Holyfield

  • Mayweather

  • Chavez

  • Hopkins

  • Jones Jr

  • Lennox Lewis

  • Hearns

  • Duran

All fully simulated AND fully playable.


8. Audio & Commentary

2K would make a monster commentary package.

A. Multi-Team Commentary (Like NBA 2K)

  • Compubox analyst

  • Hall of Fame trainer

  • Former champion

  • Ringside reporter

  • Studio desk between rounds

B. Realistic In-Fight Dialogue

  • “He’s fading. Watch the body shots.”

  • “He's getting reckless; that lead hand is too low.”

  • “Momentum has shifted! You can feel it in the crowd.”


9. Microtransactions?

Realistically, 2K would include:

Good MTX

  • Cosmetic gear

  • Alternate venues

  • Historic referee packs

Bad MTX (likely but optional)

  • Training boosts

  • Energy packs

  • XP accelerators

They’d need to manage this carefully to avoid backlash.


10. Final Result: What It Truly Looks Like

It would be:

  • The most statistically accurate boxing sim ever (TBCB foundation)

  • The most visually impressive boxing game ever (2K quality)

  • The deepest career mode ever (MyCAREER structure)

  • The most dynamic sports universe ever (MyLEAGUE simulation)

  • The most customizable creation suite in the genre

This becomes the definitive boxing game. Period.

It would make Fight Night, Undisputed, Punch-Out, and Ready 2 Rumble look dated overnight.


TITLE BOUT CHAMPIONSHIP BOXING — 2K & VISUAL CONCEPTS EDITION

Internal AAA Production Document


SECTION 1 — EXECUTIVE OVERVIEW

1.1 Purpose of Document

This Game Bible defines the full creative, technical, and production blueprint for Title Bout Championship Boxing (TBCB) as developed by 2K Games and Visual Concepts. It establishes:

  • The core vision

  • Gameplay mechanics

  • Systems architecture

  • AI behavior

  • Art direction

  • Audio direction

  • Modes and progression

  • Online infrastructure

  • Production pipelines

  • Staffing and tool requirements

This is the master reference for all departments. All design decisions, production tasks, and cross-team planning must align with the concepts presented in this document.


1.2 High-Level Summary

Title Bout Championship Boxing is a deep, authentic boxing simulation built on modern AAA production standards. It merges:

  • The statistical and logical simulation heritage of TBCB

  • The visual fidelity and animation systems of Visual Concepts

  • The career, franchise, and online ecosystem depth of NBA 2K and WWE 2K

The result is a fully modernized boxing title with industry-leading gameplay and the deepest boxing universe ever created.

This project represents:

  • The first boxing title built with machine-learning motion synthesis

  • The first to integrate full tendency-driven AI based on real boxer logic

  • The first with MyLEAGUE-style world simulation for boxing

  • The first to support full fighter personality and behavior modeling

  • The most extensive global boxing database ever assembled

This product is designed to establish 2K as the industry leader in boxing simulation.


1.3 Product Positioning

TBCB targets the gap in sports gaming for a true boxing simulation supported by AAA presentation and production value.

Primary Identity

  • A boxing ecosystem rather than a single game

  • A career-focused sports RPG

  • A global boxing sandbox with simulation and cinematic presentation

  • A trusted, unbiased system for rating and modeling real boxers

Market Category

  • Competes with Fight Night series (legacy)

  • Competes with Undisputed (current)

  • Shares crossover demographics with UFC, NBA 2K, Madden, and WWE 2K

Unique Selling Proposition (USP)

“The first true-to-life boxing simulation with AAA production, dynamic fighter AI, and a fully living boxing world.”


1.4 Target Audience

Core Audience

  • Boxing fans (casual, hardcore, historians)

  • Combat sports gamers

  • Sports simulation fans (NBA 2K MyLEAGUE, Football Manager, Out of the Park)

  • Creation community players (WWE 2K CAW creators; NBA 2K MyPlayer creators)

Secondary Audience

  • Esports competitors

  • Content creators and simulation channels

  • Statistical and analytics communities

Purposeful Outreach

This title is built to support:

  • Long-term simulations

  • Competitive play

  • Story-driven role-play

  • Content creation

  • Community modding (approved 2K pipeline only)


1.5 Product Goals

The game must deliver:

A. The Deepest Boxing Simulation Ever Made

  • Fully dynamic, attribute-based parsing of tendencies

  • Advanced real-time AI ring generalship

  • Full corner logic, morale, momentum, and adjustment systems

  • Fighter evolution over careers

B. AAA Real-Time Boxing Gameplay

  • Motion-matching footwork and striking

  • Multiple defensive systems (slips, rolls, pulls, blocks)

  • Accurate hit zones, damage layers, and knockdown logic

  • Clinch physics and referee interaction

  • Authentic fatigue, pacing, and strategic layers

C. Industry-Leading Presentation

  • Multi-team commentary

  • Licensed broadcast packages

  • Realistic walkouts

  • Cinematic replays and KO sequences

  • Dynamic crowds and arena atmospheres

D. A Fully Living Boxing Universe

  • Dynamic rankings, sanctions, promotions

  • AI-driven matchmaking and scheduling

  • Boxer retirements, comebacks, injuries

  • Rivalries and historical-caliber fight arcs

E. Creation Suite Parity With NBA 2K & WWE 2K

  • Full facial and body morphing

  • Style and tendency editing

  • Personality sliders

  • Full gear, gloves, and apparel customization

  • Arena, referee, belt, and promoter creation


1.6 Platform & Engine

  • Platforms: PC, PlayStation 5, Xbox Series X|S

  • Engine: Proprietary Visual Concepts engine hybrid with next-gen animation tools

  • Target Performance:

    • 60 FPS during real-time gameplay

    • 30 FPS during cinematic sequences (optional 60 FPS mode)


1.7 Competitive Advantage

TBCB offers advantages no current or previous boxing title can match:

  1. True Boxer Intelligence — dynamic tendencies, style matching, adjustment logic

  2. Hybrid Control-Simulation Engine — player-controlled action with actual TBCB statistical depth

  3. Historical and Modern Boxer Database — accurate, curated, research-driven

  4. AAA Career Mode — gyms, contracts, promoters, scouting, tape study

  5. AAA Franchise Universe Mode — like MyLEAGUE but for boxing

  6. 2K-Quality Presentation — commentary, broadcast, cinematics

  7. Scalable Creation and Modding Support — deep editing and customization tools

This game sets a new bar for the sports-simulation genre.


1.8 Visionary Statement From Creative Leadership

“We will create the definitive boxing simulation for the next twenty years — a game that honors boxing’s history, its technical mastery, and its global cultural weight. Our goal is to build a platform, a legacy, and the most ambitious combat sports simulation ever created.”


SECTION 2 — VISION STATEMENT

2.1 Core Vision

To authentically recreate the sport of boxing at every level — physical, strategic, emotional, and historical — through a unified system of real-time control, deep simulation, advanced AI, and AAA production.


2.2 Guiding Vision Themes

Theme 1: Authenticity Above All

Every punch, step, block, clinch, and knockout must reflect boxing truth:

  • Weight transfer

  • Range control

  • Footwork geometry

  • Defensive layers

  • Fighter personality

  • Risk-reward strategy

  • Pace and fatigue

  • Mental pressure and momentum

Theme 2: Boxer Identity & Individuality

No two boxers feel the same.

Every fighter’s:

  • Style

  • Rhythm

  • Punch preferences

  • Defensive instincts

  • Work rate

  • Mental reactions

  • Adjustments

…must emerge naturally from their data.

Theme 3: A Living Fight World

The boxing universe is alive:

  • Rankings shift

  • Sanctioned belts change hands

  • New talents emerge

  • Veterans decline

  • Upsets occur

  • Careers rise and collapse

  • Rivalries grow organically

Theme 4: Player Empowerment

Players can:

  • Be a boxer

  • Be a promoter

  • Be a matchmaker

  • Build their own gyms

  • Create fighters, arenas, belts, brands

  • Sim entire decades

  • Script eras

  • Tell stories

Theme 5: Long-Term Engagement

TBCB must offer:

  • Career longevity

  • Competitive league ecosystems

  • Constant live content

  • Community creation and sharing


SECTION 3 — CORE DESIGN PILLARS

These pillars guide every subsystem, mechanic, and decision.


3.1 Pillar 1: Real Boxing Behavior

Gameplay and AI must replicate:

  • Footwork battles

  • Target selection

  • Ring cutting

  • Pressure vs distance management

  • Momentum flow

  • Punch setups

  • Defensive reactions

  • Mental toughness and fold patterns

  • Coach influence between rounds

These elements define boxing. They must be systemic and reliable.


3.2 Pillar 2: True Fighter Individuality

Boxers differ in:

  • Rhythm

  • Fundamentals

  • Decision-making

  • Confidence

  • Technical precision

  • Punch arc and form

  • Stamina distribution

  • Adaptability

  • Tendencies

Individuality is not cosmetic—it affects the fight itself.


3.3 Pillar 3: Seamless Real-Time + Simulation Fusion

Real-time action controlled by the player uses:

  • Player input

  • Animation and physics

  • Visual Concepts motion-matching

Sim systems operate behind the scenes:

  • Ring IQ

  • Fatigue

  • Confidence

  • Accuracy variance

  • Timing adjustments

  • Defensive intelligence

The two must integrate smoothly with no contradiction.


3.4 Pillar 4: World-Scale Boxing Ecosystem

The game is a global manager of:

  • Fighters

  • Promoters

  • Titles

  • Rankings

  • Broadcast partners

  • Contracts

  • Fights across multiple calendars

It must simulate real boxing economics and politics.


3.5 Pillar 5: Elite Presentation

TBCB must offer the best presentation ever in a boxing game:

  • Commentary teams

  • Cinematic replays

  • Real walkouts

  • Dynamic crowds

  • Licensed arenas

  • Customizable UI presentation themes


SECTION 4 — HIGH-LEVEL FEATURE SUMMARY

This summarizes all major components at a glance; full details appear later in the bible.


4.1 Real-Time Combat Systems

  • Motion-matching animation system

  • Multi-arc punching

  • Realistic weight transfer

  • Styles-based defensive systems

  • Full clinch system

  • Hit zones and damage logic

  • Knockdown and knockout physics

  • Referee AI


4.2 Boxer Tendencies & Personality Engine

  • 1000+ tendency parameters

  • Real boxer behavior profiles

  • Psychological traits

  • Confidence, composure, morale

  • Momentum shifts

  • Adaptation and round-by-round changes


4.3 AAA Career Mode (MyBOXER)

  • Amateur → Olympic → Pro pathway

  • Coaches, gyms, sparring, scouting

  • Promotion deals

  • Fight negotiations

  • Tape study

  • Camp injuries

  • Public perception and hype

  • Rivalries


4.4 Universe Mode (MyLEAGUE Boxing)

  • Full multi-year boxing simulation

  • AI-driven fight cards

  • Drugs tests, weight issues

  • Retirements and comebacks

  • Sanctioning politics

  • Fighter evolution and statistical aging


4.5 Creation Suite

  • Full fighter creator

  • Style/tendency editor

  • Personality sliders

  • Ring attire and gear creator

  • Arena designer

  • Referee and promoter creator

  • Ring and belt creator

  • Story mode templates


4.6 Online Ecosystem

  • Ranked leagues

  • Seasons and rewards

  • Player-hosted fight cards

  • Community CAW sharing

  • Online federation tools


4.7 Presentation Layer

  • Commentary teams

  • Broadcast packages

  • Replay suite

  • KO highlight generator

  • Corner cinematics

  • Arena atmospherics


4.8 Technical Infrastructure

  • Machine learning motion data

  • Physically accurate impact systems

  • Dynamic fatigue and AI model

  • Scalable simulation layer

  • Full telemetry tracking


SECTION 5 — THE CORE BOXING ENGINE

This section defines the foundational simulation and gameplay systems that drive all in-ring action. All subsystems—animation, physics, AI, tendencies, fatigue, damage, and ring generalship—derive their behavior from the Core Boxing Engine.

The engine must deliver AAA-level real-time gameplay while preserving TBCB’s deep simulation DNA.


5.1 ENGINE OVERVIEW

5.1.1 Purpose

The Core Boxing Engine unifies:

  1. Real-time player input

  2. Motion-matching animation

  3. Physics-based punch impacts

  4. Tendency and AI logic

  5. Damage, stamina, and morale simulation

  6. Ring IQ and positional decision making

  7. Referee behavior and rules enforcement

It ensures that every action in the ring:

  • Looks realistic

  • Behaves realistically

  • Responds organically to boxer tendencies and physiology

This engine must support both:

  • Human vs Human control

  • Human vs AI control

  • AI vs AI full simulation

with identical underlying logic.


5.2 BOXER MODEL (SIMULATION DNA)

A boxer’s behavior in-ring is determined by eight interconnected systems that feed the Core Engine.

5.2.1 Physical Profile

  • Height

  • Reach

  • Weight

  • Frame type

  • Stance

  • Muscle distribution

  • Conditioning level

  • Age

5.2.2 Attribute Layers (100 core ratings)

Grouped into:

Offense:

  • Jab speed

  • Cross timing

  • Hook power

  • Uppercut angle mastery

  • Combination flow

Defense:

  • Slip timing

  • Footwork recovery

  • Guard discipline

  • Block absorption

  • Ring exit intelligence

Athleticism:

  • Speed

  • Agility

  • Balance

  • Foot speed

  • Endurance

Mental:

  • Composure

  • Confidence

  • Resilience

  • Fight IQ

  • Adaptability

5.2.3 Tendencies (1000+ logic nodes)

Each boxer has individualized patterns governing:

  • Punch selection

  • Distance management

  • Output rate

  • Defensive options

  • Counterpunch triggers

  • Risk tolerance

  • Body vs head attack ratios

  • Round-by-round adjustments

5.2.4 Psychological States

Dynamic values that shift during a fight:

  • Confidence

  • Panic threshold

  • Frustration

  • Momentum

  • Strategic discipline

  • Resilience reserve

These influence decisions second-by-second.

5.2.5 Stamina Systems

Three stamina pools:

A. Short-term stamina (per exchange)
B. Mid-term stamina (per round)
C. Long-term stamina (career degradation, heavy sparring, age)

5.2.6 Damage Model

  • Layered HP zones (chin, temple, jaw, body, liver, ribs)

  • Cumulative damage

  • Flash-stun chance

  • Knockdown thresholds

  • Recovery timer tied to heart/resilience traits

5.2.7 Ring IQ

  • Cutting off the ring

  • Setting traps

  • Controlling pace

  • Prioritizing risk zones

  • Recognizing opponent weaknesses

5.2.8 Adjustment Engine

AI (and player logic assists) adjust based on:

  • Scoring

  • Damage received

  • Fatigue curve

  • Opponent tendencies

  • Corner advice

  • Fight context (title shot, rivalry, hostile crowd)


5.3 FOOTWORK ENGINE

Footwork drives boxing realism. It must feel natural, tactical, and responsive.

5.3.1 Motion-Matching Footwork

Footwork uses a motion-matching database built from:

  • Bounce steps

  • Lateral movement

  • Pivots

  • Shuffles

  • Step-ins

  • Step-backs

  • Angle cuts

  • Circling styles (outside fighter, pressure fighter)

System blends based on:

  • Stance

  • Weight distribution

  • Movement intention

  • Boxer style (e.g., Ali vs Foreman footwork)

5.3.2 Footwork Traits

Example traits:

  • “Float & Glide” (Ali)

  • “Forward Pressure Engine” (Chavez)

  • “Compact Stalker” (Tyson)

  • “Long-Lever Outboxer” (Hearns)

Each modifies pivot speed, step length, stance width, and balance loss tolerance.

5.3.3 Movement Physics

Movement speed and stability change based on:

  • Momentum

  • Ring position

  • Under fatigue

  • Being hurt

  • Getting off the line after punching

5.3.4 Ring Positioning Layer

AI evaluates:

  • Center control priority

  • Rope danger

  • Corner trap avoidance

  • Angle creation opportunities

Distance zones:

  • Long range

  • Mid range

  • Close range

  • Infighting zone

Each range has its own decision matrix.


5.4 PUNCH ENGINE

A complete system governing all strikes:

5.4.1 Punch Categories

  • Jabs (7 subtypes)

  • Crosses (5 subtypes)

  • Hooks (short, medium, looping)

  • Uppercuts (tight, wide, shovel)

  • Body shots (all angles)

  • Check hooks

  • Lead uppercuts

  • Hybrid punches

  • Clinch strikes

5.4.2 Multi-Arc Punching

Each punch has variations based on:

  • Angle

  • Trajectory

  • Weight transfer

  • Intent (probe vs power)

  • Range compensation

A boxer like Tyson uses tight, explosive arcs.
A boxer like Hearns uses long, whipping arcs.

5.4.3 Punch Preparation States

Before the punch:

  • Weight shifts

  • Shoulder alignment

  • Foot planting

  • Hip loading

These govern power and speed.

5.4.4 Real-Time Hit Detection

The system uses:

  • Per-joint collision capsules

  • Hit zone prioritization

  • Power percentage calculation

  • Impact dampening through gloves/guard

  • Deflection animation blends

5.4.5 Punch Accuracy Calculation

Accuracy is influenced by:

  • Distance

  • Opponent movement

  • Boxer’s form

  • Fatigue

  • Pressure

  • Punch selection

  • Under/overhooked angles

  • Foot positioning


5.5 DEFENSIVE ENGINE

Realistic defense is essential for authenticity.

5.5.1 Defensive Styles

  • High guard

  • Philly shell

  • Peek-a-boo

  • Long guard

  • Cross-arm guard

  • Hybrid guards

  • Reflex-based slipping

5.5.2 Defensive Actions

  • Slips

  • Rolls

  • Shoulder blocks

  • Weaves

  • Pull counters

  • Parry attempts

  • Step-outs

  • Guard adjustments

5.5.3 Footwork-Based Defense

Defense is not just upper-body:

  • Lateral exits

  • Angle escapes

  • Pivot rolls

  • Outside resets

5.5.4 Defensive Tendencies

Each boxer has:

  • Preferred defensive options

  • Panic defense (under pressure)

  • Style-specific reaction matrix

  • Round-based adjustment logic

Examples:
A Mayweather-type boxer uses pull counters and slips.
A Winky Wright-type uses high guard risks.


5.6 CLINCH ENGINE

The first AAA clinch system in a boxing game.

5.6.1 Clinch Entry Detection

Triggers when:

  • Distance closes

  • Fatigue rises

  • Momentum swings

  • Boxer tendencies align

5.6.2 Clinch Physics

  • Arm entanglement

  • Weight leaning

  • Chest pressure

  • Rope leverage

  • Inside hand fighting

5.6.3 Clinch Punches

  • Rabbit shots

  • Short hooks

  • Uppercuts

  • Body grinding

  • Shoulder bumps

5.6.4 Referee Interaction

Ref evaluates:

  • Active work

  • Illegal shots

  • Holding

  • Knees/low blows

  • Break commands

Timing varies based on referee strictness rating.


5.7 DAMAGE SYSTEM

5.7.1 Hit Zone Model

Each strike applies damage to:

  • Chin

  • Temple

  • Jaw

  • Liver

  • Abs

  • Ribs

5.7.2 Damage Accumulation

Damage affects:

  • Stamina

  • Defense effectiveness

  • Accuracy

  • Movement speed

  • Knockdown likelihood

5.7.3 Flash Knockout Logic

Combines:

  • Impact force

  • Hit zone vulnerability

  • Opponent fatigue

  • Boxer heart/resilience rating

5.7.4 Knockdown & Recovery

Recovery time influenced by:

  • Boxer’s toughness

  • Damage taken

  • Fight momentum

  • Corner recovery traits


5.8 FATIGUE SYSTEM

True-to-life stamina logic.

5.8.1 Stamina Types

  • Instant stamina

  • Round stamina

  • Fight stamina

  • Career stamina

5.8.2 Fatigue Triggers

  • Output rate

  • Movement volume

  • Damage taken

  • Body shot accumulation

  • Weight cutting

5.8.3 Fatigue Effects

  • Lower punch speed

  • Reduced power

  • Delayed defense

  • Sloppy form

  • Increased vulnerability


5.9 AI ENGINE

AI uses:

5.9.1 Tendency Matrix

Reads 1000+ tendency factors.

5.9.2 Opponent Modeling

AI “learns”:

  • Patterns

  • Punch preferences

  • Defensive habits

  • Fatigue curve

5.9.3 Round-to-Round Adjustment

Each round AI receives:

  • Corner advice

  • Updated scoring awareness

  • Tactical orders

  • Confidence changes

5.9.4 Late-Fight Urgency Modes

  • Survival mode

  • Desperation mode

  • Kill instinct

  • Clinch-heavy stall mode


5.10 REFEREE ENGINE

Referees have:

  • Strictness rating

  • Awareness

  • Physical presence

  • Warning thresholds

Systems include:

  • Break timing

  • Foul detection

  • Knockdown count logic

  • Technical stoppage evaluation


5.11 SCORING ENGINE

Three judges with:

  • Style bias

  • Aggression interpretation

  • Defense appreciation

  • Effective punching valuation

Scoring is transparent and realistic.


SECTION 6 — FIGHTER STYLES, TENDENCIES & BEHAVIOR DNA

This section establishes the systemic framework used to create true fighter individuality. The system must ensure that every boxer—real, historical, or created—behaves as a unique athlete with distinct habits, rhythms, strengths, weaknesses, and decision-making patterns.

The Fighter DNA System integrates:

  • Style Archetypes

  • Tendency Matrices (1000+ logic nodes)

  • Personality Profiles

  • Rhythm & Tempo Identity

  • Behavioral Trigger Responses

  • Ring IQ Models

  • Pattern Recognition & Adjustment Logic

  • Psychological States

This is the backbone of authenticity in all fights.


6.1 STYLE ARCHETYPE SYSTEM

Every boxer begins with a core style archetype, which acts as a template before tendencies and personality override base values.

A boxer may shift between archetypes under fatigue, damage, or strategic adjustments.


6.1.1 Category List of Style Archetypes

A. Outboxer Family

  • Pure Outboxer (Ali)

  • Mobile Tactician (Lomachenko)

  • Poppy-Jab Outboxer (Larry Holmes)

  • Long-Lever Sharpshooter (Hearns)

B. Boxer-Puncher Family

  • Balanced Boxer-Puncher (Crawford)

  • Calculated Counter-Puncher (Mayweather)

  • Rhythm Breaker (Roy Jones Jr.)

  • Body-Punch Specialist (Mikey Garcia)

C. Pressure Fighter Family

  • Relentless Swarmer (Chavez Sr.)

  • Volume Pressure Fighter (Paul Williams)

  • Inside Technician (Duran)

D. Power-Based Family

  • Explosive Power Puncher (Tyson)

  • Counter-Power Specialist (Julian Jackson)

  • One-Shot Sniper (Deontay Wilder)

E. Defensive Family

  • Philly Shell Master (Mayweather Sr. archetype)

  • High-Guard Technician (Winky Wright)

  • Reflex-Based Slickster (Pernell Whitaker)

F. Unorthodox Families

  • Switch-Hitter (Crawford, Hagler)

  • Rhythm Disruptor (Naseem Hamed)

  • Awkward Volume Fighter (Maidana)

Each archetype determines:

  • Footwork pattern

  • Punch form

  • Angle preference

  • Defensive habits

  • Tactical rhythm

  • Counter philosophy

  • Pressure resistance

  • Preferred ranges


6.2 TENDENCY MATRIX (1000+ LOGIC NODES)

Tendencies define what a boxer does, when they do it, and why.
They are the deepest layer of the system and work in real time.

The Tendency Matrix is divided into 10 major sections:


6.2.1 Section A — Punch Selection Tendencies

Controls how often a boxer throws:

  • Jab (7 types)

  • Cross (5 types)

  • Left hook (3 types)

  • Right hook

  • Uppercuts (tight, shovel, wide)

  • Body punches

  • Lead uppercuts

  • Check hooks

  • Feints

  • Hybrid punches

Also includes:

  • Setup patterns

  • Combination logic

  • Angle-based punch choices


6.2.2 Section B — Range Control Tendencies

Defines behavior in:

  • Long range

  • Mid range

  • Close range

  • Infighting zone

  • Rope/corner zone (escape vs counter vs pivot)

Examples:

  • “If pressure rises above threshold → increase pivots by 20%.”

  • “If opponent becomes predictable → attempt pull-counter.”


6.2.3 Section C — Defensive Behavior Tendencies

Controls:

  • Slip frequency

  • Roll patterns

  • Pull-back timing

  • Guard height variation

  • Shoulder roll usage

  • Step-back defense

  • Clinch-seeking on danger

  • Panic defense

Different boxers “panic” in unique ways:

  • Some clinch

  • Some run

  • Some fight back recklessly

  • Some freeze momentarily


6.2.4 Section D — Counterpunch Logic

Triggers based on:

  • Opponent punch type

  • Opponent rhythm

  • Range

  • Whether the boxer is hurt

  • Whether the boxer is fatigued

  • Confidence level

Counter examples:

  • Pull-counter

  • Slip-counter hook

  • Step-back 1–2

  • Shoulder-roll counter

  • Tight uppercut counter


6.2.5 Section E — Output & Work Rate

Defines how frequently a boxer throws punches:

  • Low-volume sniper

  • High-volume swarm

  • Rhythm-based bursts

  • Counter-first low output

  • Mid-range flow fighters

Includes adaptive rules such as:

  • “If down on the scorecards → increase output by X%.”

  • “If fatigue hits 30% → reduce output.”


6.2.6 Section F — Risk & Pressure Handling

Controls decisions when under fire:

  • Backs up

  • Circles

  • Fires back

  • Attempts to reset

  • Attempts to clinch

  • Attempts to pivot out

Some styles excel under pressure; some mentally break.


6.2.7 Section G — Targeting Behavior

Dictates:

  • Head vs body ratio

  • Liver targeting

  • Temple hunting

  • Chin traps

  • Jab to chest

  • Aim for arms to break guard

This is crucial for authenticity.


6.2.8 Section H — Rhythm & Timing Identity

Each boxer has a rhythm signature:

  • Smooth & fluid

  • Jerky & unpredictable

  • Delayed timing

  • Fast-twitch bursts

  • Slow-twitch consistent output

Influences:

  • Combo cadence

  • Counter windows

  • Feint patterns


6.2.9 Section I — Adjustment Logic

Every fighter has a 3-stage adjustment system:

Stage 1 — Early Fight Recon

Reads opponent patterns.

Stage 2 — Mid Fight Strategy Shift

Shifts behavior based on scoring/damage.

Stage 3 — Late Fight Mode

Triggers:

  • Survival

  • Gamble

  • All-out pressure

  • Clinch-heavy conserving


6.2.10 Section J — Special Attributes & Quirks

Unique behavioral nodes:

  • “Slow starter”

  • “Fast starter”

  • “Gamble puncher”

  • “Chin checker”

  • “Rope trap setter”

  • “Body-snatcher”

  • “Check hook artist”

  • “Inside mauler”

  • “Lazy jab sometimes”

  • “Single-shot hunter”

  • “Always returns right hand low after jab”

These enhance individuality.


6.3 PERSONALITY SYSTEM

Where tendencies define actions, personality defines mindset.

Personality traits influence:

  • Urgency

  • Emotional reactions

  • Risk tolerance

  • Discipline

  • Situational awareness

  • Crowd effects

  • Corner-coaching compliance


6.3.1 Core Personality Traits

A. Confidence

Influences:

  • Feint frequency

  • Punch creativity

  • Willingness to stand and trade

  • Ability to recover from mistakes

B. Discipline

Affects:

  • Staying on gameplan

  • Stamina management

  • Defensive consistency

  • Avoiding wild swings

C. Composure

Determines stability under:

  • Pressure

  • Damage

  • Loud or hostile crowds

  • Bad scoring situations

D. Ego

Can be beneficial or harmful:

  • Increased pressure response

  • Higher finish attempts
    – Can refuse to clinch
    – Can take unnecessary risks

E. Resilience

Affects:

  • Recovery from knockdowns

  • Response to body damage

  • Survival behavior

F. Adaptability

Determines how quickly they:

  • Learn opponent tendencies

  • Adjust between rounds

  • Shift strategy mid-combat


6.4 RHYTHM & TEMPO IDENTITY

Each boxer operates with a unique timing blueprint tied to:

  • Punch cadence

  • Step cadence

  • Defensive oscillation

  • Feint rhythm

  • Output bursts

This ensures Roy Jones Jr. moves like Roy Jones Jr.
Hearns moves like Hearns.
Tyson moves like Tyson.


6.5 BEHAVIOR TRIGGERS

Real-time event-driven logic:

6.5.1 Positive Triggers

  • Landed a big shot

  • Stunned opponent

  • Corner advice boosts morale

  • Crowd engagement

  • Score advantage

6.5.2 Negative Triggers

  • Hurt by a punch

  • Fatigue spike

  • Bad scoring situation

  • Corner scolding

  • Loud boos

  • Opponent momentum

These shift a fighter’s behavior instantly.


6.6 RING IQ SYSTEM

6.6.1 Positional Decision Making

Fighter evaluates:

  • Proximity to ropes

  • Corner risk

  • Opponent stance alignment

  • Chance for angle changes

  • Center-ring value

6.6.2 Tactical Awareness

Understands:

  • Opponent weaknesses

  • Patterns over time

  • Round-by-round score importance

  • When to gamble vs when to survive

6.6.3 Energy & Resource Management

Decides:

  • When to rest

  • When to push tempo

  • When to clinch

  • When to counter


6.7 ADAPTATION ENGINE

Boxers dynamically adjust based on:

6.7.1 Opponent Study

  • Pattern recognition

  • Counting jabs

  • Measuring rhythms

  • Detecting excessive habits

6.7.2 Strategy Shifts

Examples:

  • “Opponent’s jab accuracy dropped → increase pressure.”

  • “Opponent fatigued → target body heavily.”

  • “Opponent hurt multiple times → hunt KO.”

6.7.3 Corner-Instructed Adjustments

Corner tells them:

  • Increase jab

  • Circle left

  • Target body

  • Reduce output

  • Stay disciplined


6.8 AI PERSONALITY PROFILES (10 BASE TYPES)

These govern “meta-behavior.”

  1. The Scientist — cerebral, patient, analytical

  2. The Assassin — sniper, power-first

  3. The Maestro — rhythm controller

  4. The General — ring commander

  5. The Berserker — chaotic, pressure-heavy

  6. The Wall — defense-first brick

  7. The Dog — grit and pressure

  8. The Trickster — feints and awkward angles

  9. The Counter Machine — reactive genius

  10. The Warrior — heart-driven, never stops

Each modifies tendencies globally.


6.9 EXAMPLES OF INDIVIDUALITY (REAL BOXERS)

Mike Tyson (Prime)

  • Explosive pressure

  • Tight hook/uppercut arcs

  • High aggression

  • Peek-a-boo defense

  • Distance-shrink priority

Floyd Mayweather

  • Pull-counter priority

  • Low volume

  • High accuracy

  • Footwork resets

  • Shoulder roll defense

Tommy Hearns

  • Long-range dominance

  • Whipping right hand

  • Jab mastery

  • Fragile under pressure


6.10 CREATOR SYSTEM: PLAYER-EDITABLE DNA

Players can edit:

  • Tendencies

  • Personality sliders

  • Style overlays

  • Footwork patterns

  • Punch arc preferences

  • Defensive bias

  • Adjustability level

This is the deepest creation system in combat sports gaming history.


SECTION 7 — REAL-TIME COMBAT MECHANICS (CONTROLS & PLAYER INPUT)

This section defines how players interact with the boxing engine. Controls must feel:

  • responsive

  • intuitive

  • precise

  • simulation-authentic

  • animation-consistent

  • usable for all skill levels

The control scheme mirrors Visual Concepts' philosophy: easy to learn, difficult to master, with deep layers for advanced players and full compatibility with the fighter’s internal DNA.


7.1 CONTROL SYSTEM GOALS

7.1.1 Must-Have Qualities

  1. Precision — player intent must translate accurately.

  2. Authenticity — movements must reflect real boxing technique.

  3. Depth — mastery takes time, rhythm, and strategy.

  4. Fluidity — animation blending and footwork tie seamlessly to inputs.

  5. No Input Conflicts — direction, punch arcs, and defensive actions must work logically.


7.2 MOVEMENT & FOOTWORK CONTROLS

7.2.1 Basic Movement

Left Stick:

  • Standard movement

  • Dynamic step length based on input strength

  • Micro-steps for slight stick deflection

  • Full steps for firm input

Movement is analog-sensitive.

7.2.2 Lateral Movement

  • Left stick left/right for circling

  • Boxer rotates dynamically around opponent

  • Motion-matched lateral steps

7.2.3 Backstep / Retreat

Tap Back: quick half-step
Hold Back: full retreating movement

Retreat drains stamina when excessive.

7.2.4 Forward Pressure

Hold Forward:

  • Boxer “walks down” opponent

  • Intentional forward pressure stance activates

  • Footwork widens or narrows based on style

7.2.5 Pivots

Right Stick (RS) Flick Left/Right:

  • Short pivot

  • Angle creation

  • Defensive pivot escapes

  • Offensive angle-step for combinations

7.2.6 Advanced Footwork Inputs

  • Double/Pivot Step: RS Flick + LS direction

  • Step-In Punch: Press punch button at full forward stick input

  • Ring Cut Assist: Hold trigger + directional input (AI-enhanced positioning)


7.3 PUNCH CONTROL SYSTEM

The punch system is hybrid: button-based for accessibility + directional modifiers for depth.

Punch buttons represent punch TYPES; directions modify arcs or targets.


7.3.1 Basic Punch Mapping

Face Buttons:

  • Square / X → Left Jab

  • Triangle / Y → Straight/Cross

  • Circle / B → Left Hook

  • X / A → Right Hook

Punches vary based on:

  • Range

  • Boxer tendencies

  • Player input rhythm

  • Foot positioning


7.3.2 Directional Punch Modifiers

Left Stick Up + Punch:

  • Higher trajectory punch

  • Overhand variations (hook / cross)

Left Stick Down + Punch:

  • Body punch

  • Shovel uppercut options

Left Stick Left/Right + Punch:

  • Angle-dependent punch selection

  • Check hooks

  • Lateral jabs

  • Cross-body hooks


7.3.3 Power Punch Modifier

Hold Right Trigger + Punch Button
Converts standard punch into:

  • Power jab

  • Power cross

  • Power hooks

  • Devastating uppercuts

  • Whipping long-arc punches

Power punches drain more stamina.


7.3.4 Combo System

There is no artificial animation locking.
Combos emerge from:

  • Boxer’s rhythm & cadence

  • Player timing

  • Conditioning levels

  • Punch arc routing logic

  • Opponent’s position

The system supports:

  • 2-punch standard

  • 3-punch flows

  • 4-punch sequences

  • High-speed burst combinations

  • Rhythm-break combos


7.3.5 Feints

Tap Left Trigger while initiating punch input
Cancels punch animation early, preserving momentum.
Feints affect:

  • Opponent AI behavior

  • Rhythm control

  • Counter openings


7.4 DEFENSIVE CONTROL SYSTEM

Defense is the heart of boxing. Controls must be deep and intuitive.


7.4.1 Block

Hold Left Trigger
Applies active guard:

  • High Guard

  • Low Guard (LS Down while blocking)

  • Wide Guard

  • Cross-Guard transitions (based on fighter tendencies)

Stamina drain increases if punches hit guard repeatedly.


7.4.2 Slip System

Right Stick directional flicks

  • RS Up → slip jab

  • RS Down → duck

  • RS Left/Right → slip outside

Slip windows tie to:

  • Boxer’s reflex rating

  • Fatigue

  • Punch speed

  • Timing precision


7.4.3 Rolls & Weaves

Hold Right Stick Left/Right

  • Continuous roll motion

  • Used for inside fighters

  • Naturally transitions into counters


7.4.4 Pullback Defense

Pull stick backward + LT
Triggers “lean back” avoidance.
Length of pull tied to boxer flexibility.


7.4.5 Parry Attempt

Tap Block AS punch impact window approaches

  • Small timing window

  • Creates counter opportunity

  • Drains stamina if failed


7.4.6 Step-Out Defense

Tap LS in any direction while blocking
Short, quick escape step used by slick boxers.


7.5 CLINCH CONTROL SYSTEM

7.5.1 Manual Clinch

Press both triggers simultaneously
(Boxer attempts clinch based on range)

Success determined by:

  • Positioning

  • Boxer strength

  • Opponent tendencies

  • Damage

7.5.2 Defensive Clinch (Panic Clinch)

Automatic when:

  • Boxer is hurt

  • Stamina low

  • Personality traits trigger a survival instinct

Available if player holds block and presses back.

7.5.3 Clinch Actions

  • Short punches using face buttons

  • Move opponent using LS

  • Frame and push off

  • Inside hand fighting

7.5.4 Illegal Clinch Tactics

Holding RT + punch button inside clinch
Triggers fouls:

  • Rabbit punches

  • Kidney shots

  • Shoulder bumps

Referee responds based on strictness rating.


7.6 ADVANCED OFFENSE MECHANICS

7.6.1 Step-In Strikes

Punch while at maximum forward stick pressure.

7.6.2 Angle Punches

Punch immediately after pivot.

7.6.3 Check Hooks

Hook thrown during retreat or pivot.

7.6.4 Counterpunch Activation

Counter window opens after:

  • Slip

  • Parry

  • Block

  • Pullback

  • Angle switch

7.6.5 Rhythm Break Attacks

Throwing intentionally off-beat punches
(e.g., Lomachenko, Roy Jones Jr.)


7.7 MOMENTUM, TEMPO & PRESSURE CONTROLS

Players can influence fight rhythm.

7.7.1 Pressure Mode

Hold forward stick + block
Boxer walks opponent down with raised guard.

7.7.2 Tempo Alteration

Player controls:

  • Fast bursts

  • Slow probing

  • Mid-range measured pace

Game logic dynamically adjusts stamina.


7.8 HUD & ON-SCREEN FEEDBACK

Minimal HUD philosophy

Boxing is a reading sport.
HUD supports but does not overwhelm.

Includes:

  • Stamina bar

  • Heart rate pulse indicator

  • Damage silhouette

  • Corner advice pop-ups

  • Subtle momentum indicator

  • Punch accuracy readouts (optional)


7.9 ACCESSIBILITY OPTIONS

To support all players:

  • Assisted defense

  • Assisted combinations

  • Auto-clinch safety

  • Simplified controls (single button combos)

  • Visual timing aids

  • Color-coded counter windows

These DO NOT compromise simulation logic.


7.10 ADVANCED PLAYER EXPRESSIVENESS

Skilled players can use:

  • Stutter-steps

  • Throwaway jabs

  • Ranged traps

  • Pivot-catch counters

  • Rhythm manipulation

  • Directional feints

  • Conditional bait setups

The system supports high-level boxing IQ.


7.11 CONTROL RESPONSE & NETCODE EXPECTATIONS

Input Latency Target:

Below 50ms in online play.

Rollback Netcode Required:

To maintain:

  • defensive timing

  • slip windows

  • parry logic

  • counter opportunities


SECTION 8 — DAMAGE, HEALTH, FATIGUE & RESILIENCE SYSTEMS

This section defines the internal physiological simulation used by the Core Boxing Engine. These systems govern:

  • Damage accumulation

  • Instant-impact reactions

  • Flash knockdowns

  • Stun states

  • Long-term fatigue

  • Breath management

  • Chin and body durability

  • Recovery cycles

  • Heart, willpower, and resilience

  • Long-term career wear

All boxer health behavior must be realistic, reliable, and entirely driven by data and attributes.


8.1 SYSTEM OVERVIEW

The system is divided into four interconnected layers:

  1. Layer 1: Damage Model

    • Hit zones

    • Bone & organ vulnerability

    • Cumulative trauma

  2. Layer 2: Health & Capacity Model

    • Chin health

    • Body health

    • Neurological durability

    • Recovery between rounds

  3. Layer 3: Fatigue & Stamina Systems

    • Short-term stamina

    • Round stamina

    • Fight stamina

    • Career fatigue accumulation

  4. Layer 4: Mental & Resilience Model

    • Composure

    • Confidence

    • Desperation

    • Survival mode

    • Heart & willpower

These systems must work together fluidly.


8.2 DAMAGE MODEL

The Damage Model simulates how punches affect the body anatomically.

8.2.1 Hit Zone Categories

A. Head Zones

  • Chin

  • Temple

  • Jaw

  • Cheek

  • Forehead

B. Body Zones

  • Liver

  • Solar plexus

  • Ribs

  • Abdomen

Each zone tracks independent damage values.


8.2.2 Impact Force Calculation

Impact force determined by:

  • Punch type

  • Punch velocity

  • Puncher’s power attribute

  • Boxer’s current fatigue level

  • Foot position and momentum

  • Opponent defense status (clean → partially blocked → fully blocked)

  • Punch arc & angle efficiency

  • Contact point accuracy

Example:
A tight uppercut generates more force on close-range opponents than a looping hook.


8.2.3 Damage Absorption Values

Each boxer has:

  • Chin rating

  • Body resistance rating

  • Bone density modifier

  • Muscle absorption modifier

  • Defensive skill modifier

These determine how much damage is reduced after impact.


8.2.4 CLEAN HIT vs PARTIAL HIT vs GLANCING HIT

Clean Hit

  • Full damage

  • Causes stuns

  • Highest chance of knockdown

Partial Hit

  • Damage reduced by block/shoulder/head movement

  • Reduced stun chance

Glancing Hit

  • Minimal damage

  • Slight stamina drain

  • No stun chance


8.2.5 Cumulative Damage

Cumulative damage affects:

  • Punch resistance

  • Stamina drain

  • Defensive responsiveness

  • Movement integrity

  • Heart rate and breathing

  • Knockdown threshold

Damage persists across:

  • Rounds

  • Fights

  • Careers (long-term wear values)


8.3 HEALTH & CAPACITY SYSTEM

This system governs how much punishment a boxer can take and how they recover.


8.3.1 Health Pools

Each boxer has two main health pools:

A. Head Health

Represents neurological stability.

B. Body Health

Represents respiratory, muscular, and organ strain.

Both decline from:

  • Direct damage

  • Fatigue

  • Accumulated trauma

  • Weight cutting

  • Poor recovery traits


8.3.2 Neurological Capacity

Determines:

  • Chin stability

  • Flash KO vulnerability

  • Stun duration

  • Knockdown likelihood

Boxers with low neurological capacity have “glass chin” traits.


8.3.3 Respiratory Capacity

Affects:

  • Breath recovery

  • Mid-fight endurance

  • Damage resistance to body shots

  • Late-fight performance


8.3.4 Round Recovery Cycle

Between rounds, boxers recover:

  • Head health (partial)

  • Body health (partial)

  • Stamina

  • Confidence

  • Composure

Recovery influenced by:

  • Corner quality

  • Boxer discipline attribute

  • Damage taken

  • Heart/resilience trait


8.4 STUNS, ROCKS & FLASH STATES

8.4.1 Stun States

Occurs when damage surpasses micro-threshold.

Effects:

  • Slower footwork

  • Delayed reactions

  • Vision blur (minor)

  • Lower defensive windows

8.4.2 Rocked States

Occurs when major threshold breached.

Effects:

  • Wobbly footing

  • Reduced blocking ability

  • Danger of flash KO

  • AI enters survival/kill mode

  • Crowd reacts dynamically

8.4.3 Flash Knockdown States

Triggered by:

  • Precise chin hits

  • High-impact counters

  • Perfect distance

  • Opponent’s low neurological capacity

Player briefly loses full control during fall-to-canvas animation.


8.5 KNOCKDOWN SYSTEM

8.5.1 Knockdown Threshold

Knockdown occurs when:

  • Damage on key zones exceeds critical threshold

  • Boxer’s resilience fails a check

  • Punch has enough follow-through

8.5.2 Get-Up Mini Simulation

Not a QTE.

Influenced by:

  • Awareness

  • Heart

  • Composure

  • Damage levels

  • Fatigue

  • Corner morale

8.5.3 Multiple Knockdown Logic

Each additional knockdown adds:

  • Longer recovery

  • Higher fatigue

  • Lower resilience checks

Three-knockdown rule is optional based on sanctioning settings.


8.6 FATIGUE SYSTEM

The fatigue system must produce realistic pacing and decline.


8.6.1 Types of Stamina Values

A. Instant Stamina

Lost with:

  • Flurries

  • Missed punches

  • Slips

  • Clinches

Recovers quickly.

B. Round Stamina

Represents energy for each round.

C. Fight Stamina

Declines across entire fight based on:

  • Output

  • Defensive load

  • Movement volume

  • Body damage

  • Weight cutting

D. Career Stamina

Long-term degradation due to:

  • Damage

  • Sparring intensity

  • Fights taken

  • Ageing


8.6.2 Fatigue Effects

Fatigue reduces:

  • Punch speed

  • Punch power

  • Accuracy

  • Defensive timing

  • Lateral movement efficiency

  • Clinch success

  • Footwork stability

Fatigued boxers also:

  • Are more prone to body breakdown

  • Gas out during exchanges

  • Become vulnerable to counters


8.7 HEART, WILLPOWER & RESILIENCE SYSTEM

The psychological backbone of a boxer.


8.7.1 Heart Attribute

Affects:

  • Get-up potential

  • Late-round surge ability

  • Refusal to mentally break

  • Capacity to fight while hurt

High-heart boxers:

  • Fight back under pressure

  • Refuse panic clinches

  • Stay competitive while damaged

Low-heart boxers:

  • Become tentative

  • Freeze

  • Rely on clinches

  • Lose rounds trying to survive


8.7.2 Willpower Attribute

Determines:

  • Ability to push through fatigue

  • Ability to maintain discipline

  • Ability to stick to gameplan


8.7.3 Resilience Attribute

Controls:

  • Long-term toughness

  • Round-to-round damage retention

  • Flash KO resistance

  • Ability to stay balanced under fire


8.8 MENTAL BREAK & SPIRIT COLLAPSE STATES

Dynamic emotional failure states.

Trigger conditions:

  • Excessive pressure

  • Severe damage

  • Loss of confidence

  • Crowd hostility

  • Long-term body punishment

Effects:

  • Opponent momentum skyrockets

  • Boxer becomes tentative

  • Performance plummets

  • Lowered defenses

  • Increased knockdown likelihood

This system must reflect real boxing psychology accurately.


8.9 RECOVERY SYSTEM

8.9.1 Between Rounds

Corner applies:

  • Cutman effectiveness

  • Tactical advice

  • Ice/vaseline

  • Psychological reset

8.9.2 In-Fight Micro Recovery

Between exchanges:

  • Breath catching

  • Low output periods

  • Reset footwork

  • Defensive resets

8.9.3 Post-Fight

Affects:

  • Career stamina

  • Long-term health

  • Attribute decay

  • Training camp readiness


8.10 LONG-TERM DAMAGE & CAREER WEAR

Fighters accumulate:

  • Wear and tear

  • Brain trauma values

  • Rib/liver susceptibility

  • Chronic conditioning decline

This affects:

  • Career longevity

  • Retirement possibility

  • Next fight training intensity

  • Negotiation leverage


SECTION 9 — ANIMATION SYSTEM & MOTION-MATCHING FRAMEWORK

This section defines the animation technology, datasets, blending logic, tagging structure, and runtime systems used to deliver authentic, responsive, style-accurate boxing movement and technique.

The animation system must make every boxer move like themselves, not just a generic template.
This requires advanced motion-matching, style overlays, dynamic blending, distance-aware punch repathing, and fully data-driven footwork logic.


9.1 ANIMATION SYSTEM OVERVIEW

The animation framework is built on seven interconnected systems:

  1. Motion-Matching Movement System

  2. Punch Motion Trees & Arc Morphing

  3. Defensive Behavior Animation Set

  4. Clinch Entanglement Animation System

  5. Damage & Reaction Animation Engine

  6. KO & Knockdown Cinematic Layer

  7. Style Overlay System (Tyson, Ali, Mayweather, Hearns, etc.)

These systems work together to deliver fluid, realistic, mechanically accurate boxing animation at all ranges.


9.2 MOTION CAPTURE PIPELINE

9.2.1 Capture Philosophy

All mocap must reflect real boxing fundamentals:

  • Elite-level movement coaches

  • Former boxers for authentic technique

  • Style actors for legendary boxer emulation

  • High-speed camera capture for fine detail

  • Re-capture for “prime vs aged” versions

9.2.2 Mocap Sessions Include

  • Footwork styles (peek-a-boo, outboxer, pressure)

  • Punching arcs (long, tight, wide)

  • Slipping, rolling, parrying

  • Clinch entanglement states

  • Rope movement

  • Corner sequences

  • Knockdown and stun states

  • Exhausted movement

  • Celebrations & reactions


9.3 MOTION-MATCHING SYSTEM

Motion-matching is the core of realism and responsiveness.

9.3.1 System Purpose

Motion-matching selects animation frames dynamically based on:

  • Player input

  • Movement direction

  • Speed

  • Weight shifts

  • Opponent distance

  • Fighter tendencies

  • Fatigue levels

This prevents animation locking and creates fluid transitions.


9.4 FOOTWORK ANIMATION SYSTEM

Footwork is critical in boxing.
The system must support every style and range naturally.

9.4.1 Footwork Types Captured

  • Lateral glide steps

  • Pivot steps

  • Retreating steps

  • Step-in rushes

  • “Floating” steps (Ali)

  • Compact pressure steps (Tyson/Chavez)

  • Cage-step angles

  • Ring-cut walkdowns

  • Rope escapes

9.4.2 Footwork Behavior Layers

Footwork is split into layers that can blend:

  • Base locomotion (stance-specific)

  • Direction correction

  • Distance management

  • Angle pivot logic

  • Style overlay (Ali glide, Tyson crouch)

  • Fatigue overlay

  • Damage/hurt overlay


9.5 PUNCH ANIMATION FRAMEWORK

9.5.1 Punch Categories

Each punch includes:

  • Startup phase

  • Delivery phase

  • Impact phase

  • Follow-through

  • Recovery/defensive reset

This produces timing differences between:

  • Speed punches

  • Power punches

  • Hybrid punches

  • Counters

  • Long-range vs close-range arcs


9.5.2 Punch Arc Morphing System

Punches dynamically change arc based on:

  • Distance

  • Opponent height

  • Opponent movement

  • Foot position

  • Angle relative to opponent

  • Boxer tendencies

Examples:

  • If opponent steps in → jab becomes a stiff step-in jab.

  • If opponent leans → hook tightens arc.

  • If boxer is tired → punch becomes sloppier.


9.5.3 Punch Blend Trees

Punch blend trees include:

  • Clean strike

  • Block collision

  • Glancing impact

  • Missed punch

  • Pre-impact interruption (counter)

This allows for authentic counter-interactions.


9.6 DEFENSIVE ANIMATION SYSTEM

9.6.1 Slips & Rolls

  • Right stick influences specific slip frames

  • Continuous rolling animations

  • Roll into counter-punch transitions

  • Fatigue-based slower recovery

9.6.2 Guard Animations

Guards are active, not static poses:

  • High guard

  • Low guard

  • Cross guard

  • Long guard

  • Philly shell

Each has:

  • Guard idle

  • Guard transition

  • Guard hit reaction

  • Guard collapse under sustained pressure


9.7 CLINCH & ENTANGLEMENT SYSTEM

9.7.1 Clinch Entry Animations

Entry depends on:

  • Range

  • Timing

  • Fatigue

  • Momentum

  • Body positions

9.7.2 Clinch Loop Animations

Includes:

  • Over-under holds

  • Head control

  • Inside hand fighting

  • Frame-offs

  • Leaning & weight shifting

9.7.3 Break Animations

Referee break creates:

  • Clean break

  • Forced break

  • Aggressive push-off

  • Warning break


9.8 DAMAGE & HIT REACTION SYSTEM

9.8.1 Hit Reactions

Reaction varies by:

  • Impact force

  • Hit zone

  • Damage accumulation

  • Boxer toughness

  • Punch arc

Types include:

  • Snap-back

  • Head-turn

  • Body fold

  • Liver shock

  • Knee buckling


9.8.2 Stun States

Animation blends include:

  • Light stumbles

  • Heavy wobbling

  • Balance loss

  • Guard leaking

  • Rope slump

Animations transition based on boxer state.


9.9 KNOCKDOWN & KO CINEMATIC SYSTEM

9.9.1 Knockdown Triggers

Animations selected based on:

  • Hit zone

  • Punch type

  • Impact force

  • Damage accumulation

9.9.2 Knockdown Animations Include

  • Backwards collapse

  • Forward slump

  • Delayed stagger fall

  • Side collapses

  • Rope-assisted drops

9.9.3 KO Cinematics

Triggered only on:

  • Severe neurological failure

  • Clean chin/temple impact

  • Exhaustion + perfect punch

Includes:

  • Slow-motion hit

  • Camera shutters

  • Ragdoll + animation hybrid fall

  • Ground follow-through motion


9.10 STYLE OVERLAY SYSTEM

This system ensures boxers move like themselves.

9.10.1 Style Layers Include

  • Footwork style

  • Guard style

  • Punch arc tendencies

  • Defensive patterns

  • Rhythm & bounce

  • Stance width

  • Reaction behavior

9.10.2 Style Data Examples

Ali Overlay:

  • Light, bouncing footwork

  • Long jabs

  • Lean-away counters

  • Hands at chest level

Tyson Overlay:

  • Crouched guards

  • Slip → hook → uppercut flows

  • Short foot bursts

Mayweather Overlay:

  • Shoulder roll idle

  • Pull counters

  • Low-output precision


9.11 ANIMATION PRIORITY & CONFLICT RESOLUTION

The system must handle:

  • Input conflicts

  • Opponent collision

  • Range mismatch

  • Counter priority

  • Hit interruption

  • Foot correction

Priorities:

  1. Defense

  2. Counter

  3. Punch

  4. Movement

This ensures realistic boxing constraints.


9.12 FATIGUE-BASED ANIMATION DEGRADATION

As fatigue rises:

  • Footwork slows

  • Guard becomes sloppy

  • Punch recovery increases

  • Punch arcs widen

  • Defensive head movement slows

  • Clinches become more common

This visually communicates fight state without HUD reliance.


9.13 DATA TAGGING & TECHNICAL INTEGRATION

Every animation is tagged with:

  • Range

  • Foot position

  • Weight shift

  • Style ID

  • Speed category

  • Stamina cost

  • Openings created

  • Recovery frames

This tag system powers:

  • AI decisions

  • Motion-matching quality

  • Counter windows

  • Stamina drain

  • Damage calculations


SECTION 10 — ART DIRECTION & VISUAL PRESENTATION BIBLE

This section defines the visual identity, stylistic principles, and presentation systems that embody the look of Title Bout Championship Boxing developed by 2K & Visual Concepts.

The game’s art direction must communicate:

  • authenticity

  • drama

  • realism

  • intensity

  • cultural respect for boxing

This document acts as the standard for all artists, animators, lighting techs, UI/UX designers, and presentation teams.


10.1 ART DIRECTION OVERVIEW

10.1.1 Visual Philosophy Statement

The sport of boxing is theatrical, intimate, and emotionally powerful. Our visual approach must reflect the humanity of fighters, the atmosphere of iconic arenas, and the visceral intensity of combat. The art direction prioritizes authenticity, lighting drama, and emotional storytelling through the camera.

10.1.2 Core Themes

  • Realism Above Stylization

  • Modern Sports Broadcast Aesthetic

  • Grit + Glory Duality

  • Focus on Ritual and Human Detail

  • Respect for Boxing History

10.1.3 Color & Tone

Palette philosophy:

  • Cool neutrals for arenas

  • Warm, high-contrast spotlights for fighters

  • Subtle desaturation during fatigue and damage

  • Vivid, sharp colors for corners (red/blue)

  • Warm golds for title fights


10.2 BOXER MODEL VISUALS

10.2.1 Character Model Standards

Boxers must have AAA, athletic, photorealistic models with:

  • Physically accurate musculature

  • Anatomically correct bone proportions

  • Skin deformation under impact

  • Dynamic sweat, blood, swelling, and bruising

  • Correct stance posture based on style overlay

  • Emotionally expressive faces

10.2.2 Scan-Based Pipeline

Where possible:

  • 3D facial scans

  • Full-body athletic scans

  • Photogrammetry

  • Style-specific scans for iconic legends

10.2.3 Hair, Beard & Body Hair Systems

  • Strand-based hair simulation

  • Sweat-dampening hair physics

  • Dynamic beard deformation under punches

10.2.4 Gloves & Gear

Gloves must have:

  • Accurate leather texture

  • Visible hand deformation under punches

  • Weight-specific size variation (8oz, 10oz)

Shorts/boots must:

  • Use cloth simulation

  • Show weight and texture difference

  • Reflect sweat buildup and motion


10.3 DAMAGE VISUALIZATION

10.3.1 Layered Damage System

Damage appears as:

  • Subtle swelling → major swelling

  • Cuts (eyebrow, cheekbone, lip, nose)

  • Bruises (jaw, ribs, temple)

  • Blood spatter and spray

  • Facial deformation on hit

Damage progression must be dynamic:

  • Light bruising under low impact

  • Rapid swelling under high-impact jabs/hooks

  • Cuts worsen if targeted

10.3.2 Sweat & Blood Simulation

  • Punch mist (sweat spray)

  • Rope sweat stains

  • Can drip onto canvas

  • Corner towel wipes cause streaking


10.4 ARENAS & ENVIRONMENTS

10.4.1 Arena Identity

Each arena must have:

  • Accurate lighting rigs

  • Authentic crowd placements

  • Sponsor boards

  • Local atmosphere

  • Material-accurate ropes, canvas, posts

10.4.2 Arena Categories

A. Legendary Arenas

  • Madison Square Garden

  • MGM Grand

  • Caesar’s Palace

  • Staples Center

B. Regional Arenas

  • State fairgrounds

  • High school gyms

  • Local sports halls

C. International Venues

  • Manchester Arena

  • Tokyo Dome

  • Arena Mexico City

  • O2 Arena

D. Outdoor Stadium Fights

  • Wembley

  • Riyadh Arena

  • Stadium of Light

E. Historic Era Arenas (DLC)

  • 1950s smoke-filled hall

  • 1920s small ring venues


10.5 ARENA LIGHTING PHILOSOPHY

Lighting is one of the most important artistic systems in sports presentation.

10.5.1 Core Lighting Goals

  • Fighters remain the brightest object in frame

  • Background fades into subtle darkness

  • Spotlights simulate real PPV events

  • Sweat glows under hard rim lights

  • Damage detail stays legible

10.5.2 Lighting States

  • Pre-fight walkout

  • Mid-fight dramatic lighting

  • Knockdown highlight

  • Post-fight ambient tone

10.5.3 Dynamic Lighting

Camera movement dynamically adjusts:

  • Key lights

  • Rim lights

  • Bounce lighting

  • Cloth reflections


10.6 CROWD PRESENTATION

10.6.1 Crowd Density Levels

  • Small local fight: low attendance

  • Title fight: packed stadium

  • Region-specific attendance based on boxer popularity

10.6.2 Crowd Behavior Simulation

Crowd reacts to:

  • Big hits

  • Knockdowns

  • Fouls

  • Stare-downs

  • Fighter momentum

  • Local favorites winning or losing

10.6.3 Crowd Assets

  • Clothing variety

  • Signs & banners

  • Chant animation loops

  • Camera phone flashes

  • Ringside VIP seating


10.7 CAMERA SYSTEM

The game features a dynamic broadcast + cinematic hybrid camera system.

10.7.1 Core Camera Goals

  • Preserve boxing range and spacing

  • Highlight real technique

  • Convey drama and impact

  • Avoid disorienting movement

10.7.2 Camera Types

A. Gameplay Cameras

  • Broadcast classic

  • Close hybrid

  • Corner perspective

  • “Fighter view” (over-the-shoulder)

  • High tactical camera

B. Replay Cameras

  • Ultra-close KO cam

  • Slow-motion impact cam

  • Multi-angle punch reaction cam

  • Footwork angle cam

C. Cinematic Cameras

  • Walkouts

  • Glove touch

  • Mid-fight cuts

  • Announcer intros

  • Post-fight decision


10.8 UI/UX ART BIBLE

10.8.1 UI Style Identity

The UI must reflect:

  • High-end sports broadcast

  • Clean lines

  • Sharp geometry

  • Minimalist health display

  • No arcade clutter

10.8.2 Color Guidelines

  • Red/Blue = Corner identity

  • Gold = Title fight highlights

  • Black/white overlays = Stat panels

  • Subtle use of gradients for premium feel

10.8.3 Typography

Primary font: clean modern sans-serif
Secondary font: condensed for stats

10.8.4 In-Fight HUD

Minimal HUD:

  • Stamina meter

  • Damage silhouette

  • Momentum bar (optional)

  • Timer & round

  • Scorecard update (rare pop-up)

10.8.5 Out-of-Fight UI

  • Career Mode menus resemble ESPN/Showtime hub

  • Universe Mode uses horizontal calendar and ranking tables

  • Creation Suite uses 2K-style panel selectors


10.9 PRESENTATION PACKAGES

10.9.1 Broadcast Teams

Each team has:

  • Commentary color

  • Calling style

  • Energy levels

  • Region-specific language packs

10.9.2 Announcement Visuals

Arena announcers have:

  • Walk-up shots

  • Microphone animations

  • Presentation of judges

  • Tale-of-the-tape graphics

10.9.3 Corner Presentation

Between rounds:

  • Close-up on fighters

  • Trainer animations

  • Cutman mechanics

  • Tactical advice screens


10.10 VISUAL FEEDBACK DURING COMBAT

10.10.1 Subtle Feedback

  • Glove deflection sparks

  • Sweat spray particles

  • Cloth simulation on contact

10.10.2 Major Feedback

  • Camera shake (minimal, realistic)

  • Impact blur during heavy strikes

  • Ring ropes reacting dynamically

  • Canvas markings (blood, sweat, footprints)


10.11 POST-FIGHT PRESENTATION

10.11.1 Decision Sequence

Includes:

  • Judges being listed

  • Ring announcer reading decision

  • Close-ups on fighters’ reactions

10.11.2 Championship Celebrations

  • Unique belt presentation animations

  • Team and trainer celebrations

  • Crowd explosions

  • Confetti for large fights

  • Camera flashes


10.12 ERA-SPECIFIC ART (OPTIONAL DLC)

Historical art styles include:

  • 1920s black-and-white broadcast filter

  • 1950s smoky arenas

  • 1970s bright glam-era colors

UI, lighting, and camera framing adjust accordingly.


SECTION 11 — AUDIO, COMMENTARY, CROWD REACTION & SOUND DESIGN BIBLE

This section outlines the direction, systems, pipelines, and requirements for all audio elements in the game, including:

  • Commentary

  • Punch sounds

  • Crowd reactions

  • Ring ambiance

  • Music

  • Ringside audio

  • Corner instructions

  • Referee dialogue

  • KO impact acoustics

  • Dynamic reverb simulation

The goal is to create the most realistic boxing audio ever put into a video game, leveraging 2K’s industry-leading audio pipelines.


11.1 AUDIO PHILOSOPHY

11.1.1 Vision Statement

The audio must feel like you're inside a real arena—surrounded by crowd energy, ring sounds, breathing, corner voices, and the thunderous impact of glove-to-skin contact.

11.1.2 Core Principles

  1. Authenticity
    Everything must be real—no arcade exaggerations.

  2. Dynamic Responsiveness
    Audio must adjust based on fight intensity, damage, stamina, and momentum.

  3. Human Emotion
    Boxing is emotional. Voices, crowd, and commentary must convey tension, courage, fear, and triumph.

  4. Cinematic Power
    When key moments hit, audio must elevate the drama.


11.2 PUNCH SOUND SYSTEM

Punch audio is layered and responsive to impact conditions.

11.2.1 Impact Layers

Each punch is a blend of:

  • Glove-air

  • Glove-skin

  • Muscle compression

  • Bone contact

  • Clothing rustle

  • Exhale from puncher

The system chooses layers based on:

  • Punch type

  • Speed

  • Power

  • Impact zone

  • Damage state

  • Defensive contact (glance/block/clean hit)

11.2.2 Hit Sound Variation

At least 20 variations per punch type and intensity.

11.2.3 Blocked Punch Sounds

Different layers:

  • Forearm block

  • Glove parry

  • Shoulder deflection

  • Guard collapse

11.2.4 Body Shot Audio

Liver and rib punches require deeper, visceral low-frequency sounds.


11.3 VOCALIZATION SYSTEM

Includes:

  • Boxer breathing

  • Grunts

  • Pain sounds

  • Hurt reactions

  • Knockdown vocalizations

11.3.1 Breathing System

Dynamic based on:

  • Fatigue

  • Punch output

  • Movement intensity

Breathing becomes:

  • Labored

  • Ragged

  • Sharp under duress

11.3.2 Hurt & Stun Sounds

Includes:

  • Subtle cough

  • Exhale splutter

  • Mid-rib groan

Must avoid arcade “screams.”


11.4 KO & KNOCKDOWN AUDIO

11.4.1 KO Impact Effects

Heavy EQ+compression layers applied at moment of KO impact to emphasize concussion shock.

11.4.2 Canvas Impact

FX for:

  • Back-first land

  • Side-first land

  • Knees

  • Rope rebounds

11.4.3 Crowd Reaction

KO-specific crowd swell logic:

  • Shock gasp

  • Sudden roar

  • Post-KO pandemonium


11.5 FOOTWORK & MOVEMENT AUDIO

11.5.1 Footstep Types

  • Canvas slides

  • Pivot squeaks

  • Rope brushing

  • Post impact shuffle

  • Crouch-to-explode transitions

Footwork must feel gritty and grounded.


11.6 RING AMBIANCE

11.6.1 Baseline Arena Ambiance

Different arenas have unique:

  • Reverb profiles

  • Acoustics

  • Crowd density

  • Microphone placements

Captured through impulse responses from real boxing venues.

11.6.2 Corner Audio

Corner men shout:

  • Advice

  • Corrections

  • Encouragement

  • Warnings

Volume dynamically shifts based on:

  • Fight chaos

  • Boxer's proximity to corner

  • Broadcast mic simulation


11.7 COMMENTARY SYSTEM

The commentary system is a fully dynamic, event-driven engine.

11.7.1 Commentary Teams

Multiple teams depending on broadcast package:

  • Analyst + Play-by-play

  • Color + Veteran boxer

  • Studio panel for post-fight

11.7.2 Commentary Logic

The system reacts to:

  • Punch sequences

  • Fatigue changes

  • Round momentum

  • Body vs head targeting

  • Cut development

  • Rivalries

  • Regional crowd dynamics

  • Scorecards

  • Style clashes

11.7.3 Story Integration

Commentary references:

  • Career progress

  • Recent fights

  • Championships won

  • Rivalries

  • Stylistic tendencies

11.7.4 AI-Driven Commentary Adaptation

Commentary team learns fighter history over time:

  • References past fights between opponents

  • Notes improvements or regression


11.8 CROWD REACTION ENGINE

The most advanced crowd audio ever in a boxing game.

11.8.1 Crowd Zones

Crowd split into zones:

  • Ringside

  • Lower bowl

  • Upper bowl

  • VIP

  • Coach section

  • Nationality clusters

11.8.2 Crowd Emotional States

  • Calm

  • Engaged

  • Concerned

  • Furious

  • Explosive

11.8.3 Crowd Triggers

Triggered by:

  • Big punches

  • Body-shot reactions

  • Knockdowns

  • Illegal blows

  • Clinch-break drama

  • Showboating

  • Comeback sequences

  • Local fighter success

11.8.4 Crowd Chants

Dynamic chants based on:

  • Nationality

  • Home fighter

  • Title fight

  • Rivalries

  • Boxing city (Philly, Manchester, Tokyo, LA)


11.9 REFEREE AUDIO

11.9.1 Commands

  • Break

  • Stop punching

  • Protect yourself

  • Keep it clean

  • No holding

11.9.2 Tone Variation

Referees have:

  • Strict tone

  • Neutral tone

  • Lenient tone

11.9.3 Knockdown Counts

Authentic cadence:

  • “One!”

  • “Two!”

  • “Three!”

Sound driven by arena size and reverb profile.


11.10 CORNER & BETWEEN-ROUND AUDIO

11.10.1 Trainer Speech

Dynamic based on:

  • Damage

  • Stamina

  • Strategy

  • Opponent analysis

11.10.2 Cutman Foley

  • Vaseline smear

  • Water bottle squirts

  • Ice pack placement

  • Glove slap on shoulder


11.11 RINGSIDE AMBIANCE

Includes:

  • Camera shutters

  • Announcer microphone pops

  • Water bucket noises

  • Ringside coach yelling

  • Bell sound variations

  • Glove hitting corner pads

  • Rope tension creaks


11.12 MUSIC DIRECTION

11.12.1 Style

  • Hip-hop

  • Cinematic orchestral

  • Percussive, heartbeat-oriented tension motifs

  • International cultural themes for global boxers

11.12.2 Walkout Music

Licensed + custom tracks
Regional styles included.

11.12.3 Career Mode Music

Low-key, atmospheric tracks focusing on:

  • Preparation

  • Struggle

  • Momentum

  • Grit


11.13 SPECIAL PRESENTATION AUDIO

11.13.1 Tale-of-the-Tape

Broadcast chimes + subtle modern sound design.

11.13.2 Round Transitions

Arena buzz dips → bell ring → swell of crowd.

11.13.3 Scorecard Reveal

Tension swell → silence → crowd eruption.


SECTION 12 — CAREER MODE (MY BOXER) — COMPLETE DESIGN DOCUMENT

Career Mode is the flagship single-player experience. It must provide:

  • a complete boxing RPG

  • a deep simulation of the boxing world

  • a multi-year narrative that evolves dynamically

  • meaningful choices

  • authentic consequences

  • gym culture immersion

  • training camp realism

  • career longevity and risk

  • the emotional highs and lows of a real boxing career

Career Mode is the core mode for long-term engagement.


12.1 CORE GOALS OF CAREER MODE

12.1.1 Authenticity of a Boxer’s Life

Reflects:

  • amateur beginnings

  • Olympic dreams

  • dangerous pro climb

  • money issues

  • matchmaking politics

  • promoters and managers

  • injuries & sacrifices

  • weight cuts

  • real consequences for damage taken

12.1.2 A Living, Breathing Boxing Universe

The world changes regardless of player choices:

  • boxers rise and fall

  • champions defend and lose belts

  • gyms open and close

  • rivalries flare up organically

  • prospects become threats

12.1.3 Player Personalization & Expression

Players should create a boxer that feels genuinely unique:

  • style

  • tendencies

  • training methods

  • relationships

  • career trajectory

  • narrative personality

12.1.4 High Replay Value

Choices make every career different:

  • competing for different belts

  • choosing different promoters

  • switching trainers

  • suffering injuries

  • collapsing under pressure

  • long-shot comeback arcs


12.2 CAREER START: CREATION & ORIGIN STORY

12.2.1 Fighter Creation Module

Player creates:

  • Name, nickname, hometown

  • Height, reach, stance, body type

  • Visual appearance (2K-style morphing)

  • Personality sliders

  • Style archetype

  • Signature punch tendencies

  • Preferred range

  • Base athletic attributes

12.2.2 Origin Story Choose-Your-Path

Three origin archetypes:

A. Amateur Star

  • High technical fundamentals

  • Fast rise

  • Heavy expectations

B. Street Fighter Turned Boxer

  • High toughness

  • Unrefined technique

  • Charisma and unpredictability

C. Late Starter / Gym Discovery

  • Balanced stats

  • Slow early development

  • High long-term growth

Each origin alters starting stats, opportunities, and narrative tone.


12.3 AMATEUR CAREER PHASE

12.3.1 Local Tournaments

  • County-level brackets

  • Skill development focus

  • Small crowds, basic arenas

12.3.2 National Competitions

Win medals → increase visibility.

12.3.3 Olympic Qualification

  • Regional trials

  • International qualifiers

Strong Olympic performances lead to:

  • early promoter offers

  • management bidding

  • sponsorships


12.4 PRO DEBUT & EARLY CAREER

12.4.1 Signing a Promoter

Each promoter offers:

  • different fight schedules

  • risk levels

  • payment structures

  • matchmaking quality

  • exposure vs development trade-offs

Examples:

  • Fast-track promoter → risky opponents

  • Safe development promoter → low pay but slow climb

  • Regional promoter → limited exposure but loyal matchups

12.4.2 Manager & Team Selection

Manager traits:

  • Negotiation skill

  • Risk tolerance

  • Matchmaking aggressiveness

  • Corruption/loyalty rating

12.4.3 Gym Selection

Each gym has:

  • coaching specialties

  • sparring partners

  • equipment tiers

  • monthly fees

Gyms provide:

  • attribute boosts

  • style evolution

  • specialized training camps


12.5 TRAINING CAMP SYSTEM

Training camp must replicate real boxing preparation.

12.5.1 Camp Phases

  1. Conditioning Phase

  2. Technical Phase

  3. Strategy/Sparring Phase

  4. Weight Cut Phase

12.5.2 Attribute Training

Players assign weekly focus to:

  • speed

  • power

  • defense

  • footwork

  • combinations

  • reflexes

  • ring IQ

Every action has a cost:

  • overtraining → fatigue + injury risk

  • undertraining → slow progress

12.5.3 Sparring System

Sparring has its own:

  • intensity level

  • opponent style

  • learning outcomes

  • injury risk

Sparring teaches tendencies:

  • slip frequency

  • counter logic

  • angle creation

  • target selection

12.5.4 Weight Cutting

Accurate simulation includes:

  • water cutting

  • glycogen management

  • rehydration

  • stamina penalty if done poorly


12.6 PRE-FIGHT PREPARATION

12.6.1 Fight Tape Study

Learn:

  • opponent tendencies

  • favorite counters

  • stamina pattern

  • defensive habits

  • early/mid/late fight behavior

Opens tactical options:

  • exploit weaknesses

  • adjust gameplans

  • prepare specific combos

12.6.2 Strategy Setup

Players choose:

  • round pacing

  • attack focus

  • defensive strategy

  • body vs head allocation

  • counter tendencies

  • clinch strategy

  • early fight testing plan


12.7 MATCHMAKING & NEGOTIATION SYSTEM

Simulates boxing politics.

12.7.1 Negotiation Parameters

  • fighter purse

  • date

  • rematch clause

  • location

  • glove brand/size

  • ring size (big favors outboxers, small favors pressure fighters)

  • sanctioned titles

  • weight stipulations

12.7.2 Opponent Refusal / Acceptance

Opponents may:

  • duck

  • demand more money

  • demand home advantage

  • change weight

12.7.3 Promotional Influence

Promoters can:

  • push title opportunities

  • block fights

  • create in-house rivalries

  • sabotage an opponent’s ranking


12.8 FIGHT NIGHT PRESENTATION (CAREER MODE-SPECIFIC)

Career fights have special presentation depending on:

  • rivalry

  • championship stakes

  • hometown advantage

  • upset potential

Includes:

  • cinematic walkouts

  • unique commentary lines

  • crowd bias

  • judges’ tendencies


12.9 POST-FIGHT CONSEQUENCES

12.9.1 Medical Reports

Details:

  • cuts

  • concussions

  • rib damage

  • bruising

  • long-term deterioration

12.9.2 Career Impact

Damage influences:

  • recovery time

  • attribute decay

  • gym decisions

  • match scheduling

  • aging curve

12.9.3 Momentum System

Winning streak = hype
Losing streak = career rebuild arc


12.10 RIVALRY & NARRATIVE SYSTEM

12.10.1 Dynamic Rivalries

Triggered by:

  • close fights

  • controversial decisions

  • trash talk

  • promoter manipulation

  • style clashes

  • regional conflicts

12.10.2 Rival Events

  • press conferences

  • weigh-ins

  • social media exchanges

  • post-fight call-outs

  • rematch clauses

12.10.3 Rival Archetypes

  • The Nemesis (equal skill)

  • The Bully (pressure-heavy)

  • The Tactical Mirror

  • The Veteran Gatekeeper

  • The Upstart Prospect

  • The Fallen Legend

Each rivalry has dynamic commentary and crowd reactions.


12.11 CAREER GROWTH & ATTRIBUTE EVOLUTION

12.11.1 Attribute Development

Stats improve through:

  • sparring

  • training

  • fight performances

  • coaching changes

  • style changes

  • discipline rating

12.11.2 Attribute Decay

Due to:

  • long fights

  • cumulative damage

  • aging

  • lifestyle choices

  • weight cutting

12.11.3 Style Evolution

You can become:

  • more offensive

  • more defensive

  • more counter-focused

  • more pressure-driven

  • more economical

Growth must reflect playstyle.


12.12 CAREER BRANCHING PATHS

Player can pursue different arcs:

A. Pound-for-Pound King

Undisputed champion across weight classes.

B. Legend Killer

Defeats multiple top names.

C. Home-Town Hero

Stays loyal to regional promoter, fights locally.

D. “Big Money” Career

Focuses on PPV fights.

E. Fan Favorite Slugger

High-action crowd-pleasing style.

F. Technical Master

Wins by IQ and decision mastery.

G. Underdog Story

Late-career resurgence after setbacks.


12.13 MULTIPLE WEIGHT CLASS CAREERS

Simulates:

  • weight cutting

  • natural body growth

  • muscle vs speed loss

  • age-related weight shift

  • sanctioned requirements

Transitions between divisions must affect:

  • punch power

  • chin resistance

  • stamina

  • speed


12.14 MANAGEMENT & FINANCIAL SYSTEM

12.14.1 Expenses

  • gym fees

  • manager

  • promoter cuts

  • medical bills

  • travel costs

  • lifestyle spending

12.14.2 Income

  • fight purses

  • sponsorships

  • merchandise

  • media appearances

12.14.3 Financial Ruin Path

Overspending = bankruptcy storyline.
This adds realism and personal tension.


12.15 RETIREMENT & LEGACY

12.15.1 Retirement Triggers

  • severe long-term damage

  • age

  • declining attributes

  • career satisfaction

  • lack of opportunities

12.15.2 Hall of Fame Scoring

Based on:

  • championships

  • quality of opposition

  • win/loss

  • knockouts

  • rivalries

  • career longevity

12.15.3 Post-Retirement Scenes

  • Hall of Fame induction

  • Returning as a trainer

  • Running a gym

  • Becoming a promoter


SECTION 13 — UNIVERSE MODE (MY LEAGUE BOXING)

Full Multi-Year Boxing World Simulation

Universe Mode is the managerial, sandbox, and simulation heart of Title Bout Championship Boxing.
It provides players and AI with the tools to run the entire boxing world, decade after decade, with total freedom.

It operates as a dynamic ecosystem of:

  • fighters

  • promoters

  • managers

  • sanctioning bodies

  • gyms

  • networks

  • audiences

  • rankings

  • weight classes

  • financial flows

Think Football Manager x NBA 2K MyLEAGUE x real boxing politics.


13.1 CORE GOALS

13.1.1 Complete Boxing World Sandbox

The mode simulates:

  • fight scheduling

  • retirements

  • title fights

  • upsets

  • boxer aging

  • rivalries

  • promotional politics

  • ranking shifts

  • management conflicts

  • last-minute fight changes

  • doping scandals (optional settings)

13.1.2 Player Freedom

Players can be:

  • a promoter

  • a matchmaker

  • a network executive

  • a boxer (career integration)

  • an omnipotent commissioner (sandbox mode)

13.1.3 Infinite Replay Value

Runs for decades, continuously evolving.


13.2 UNIVERSE STRUCTURE OVERVIEW

13.2.1 Divisions & Weight Classes

Every real-world division included:

  • Minimumweight → Heavyweight

  • Optional Bridgerweight

  • Optional amateur divisions

13.2.2 Leagues & Regions

The world is divided into regions:

  • North America

  • Latin America

  • Europe

  • Africa

  • Middle East

  • Oceania

  • East Asia

Each region has:

  • gyms

  • promoters

  • judges

  • regional belts

  • national rivalries


13.3 BOXER GENERATION SYSTEM

13.3.1 Real Fighters

Licensed roster of modern & historical fighters.

13.3.2 Auto-Generated Fighters

Each decade, the engine regenerates:

  • prospects

  • journeymen

  • contenders

  • future champions

  • regional stars

Generation parameters include:

  • style archetype

  • hometown culture

  • boxing lineage (father boxer, gym family)

  • body type

  • mental traits

  • natural strengths/weaknesses

13.3.3 Talent Pipeline

Each year produces:

  • 10–40 new fighters globally

  • With random talent distribution

  • Rare generational talents (~1%)


13.4 AGING, PEAKING & DECLINE CURVES

13.4.1 Aging Logic

Each boxer has a career curve:

  • Early growth stage

  • Prime window

  • Decline phase

Curve influenced by:

  • lifestyle

  • discipline

  • damage taken

  • trainer quality

  • weight changes

13.4.2 Attribute Decay

Affects:

  • speed first

  • reflexes second

  • power last

13.4.3 Late-Career Surges

Certain personality types can have:

  • late-career miracles

  • one final great performance

  • win streaks in late 30s


13.5 SANCTIONING BODY SYSTEM

Universe Mode includes multiple sanctioning bodies with:

  • rankings

  • mandatories

  • title stripping

  • interim champions

  • super champions

  • purse bid rules

  • regional belts

AI and players interact with:

  • WBA

  • WBC

  • IBF

  • WBO

  • Regional federations


13.6 PROMOTERS & MATCHMAKING

Promoters are key actors.

13.6.1 Promoter Traits

Traits include:

  • risk tolerance

  • money availability

  • matchmaking aggression

  • corruption rating

  • talent investment strategy

  • loyalty potential

  • network partnerships

13.6.2 Promoter Behavior

Promoters:

  • protect prospects

  • block dangerous fights

  • push “in-house” bouts

  • offer one-way rematch clauses

  • negotiate purses

  • arrange stadium events

  • sign prospects early

13.6.3 Matchmaking Logic

AI chooses fights based on:

  • rankings

  • styles

  • risk management

  • crowd demand

  • business strategy

  • rivalry potential


13.7 MANAGER SYSTEM

Managers have:

  • negotiation skills

  • contract knowledge

  • loyalty

  • fighter-first mentality (or not)

  • promotional alliances

Managers influence:

  • contract terms

  • fight refusals

  • gym changes

  • brand deals


13.8 GYM ECOSYSTEM

Each gym has:

  • equipment levels

  • coaching specialties

  • stable size

  • style identity

  • sparring options

Gyms rise and fall:

  • legendary gyms produce champions

  • dying gyms lose trainees

  • dominance cycles form (e.g., Mexico producing champs in waves)

Players can:

  • move their fighters

  • purchase gyms

  • recruit trainers


13.9 FIGHT SCHEDULING SYSTEM

13.9.1 Global Calendar

The world runs on a shared schedule:

  • weekly cards

  • monthly PPV

  • seasonal tournament cycles

13.9.2 Types of Events

  • small regional shows

  • televised fights

  • co-promoted cards

  • stadium mega-events

  • international tours

13.9.3 Scheduling Conflicts

Events can collide due to:

  • injuries

  • failed medical tests

  • promoter disagreements

  • contract disputes


13.10 RANKINGS & RATINGS SYSTEM

13.10.1 Rankings

Updated weekly based on:

  • wins/losses

  • opponent quality

  • performance metrics

  • recency bias

13.10.2 Boxer Ratings

Updated dynamically:

  • breakthrough performances raise ratings

  • knockout losses lower them

  • inactivity lowers momentum


13.11 DYNAMIC RIVALRIES & STORYLINES

Universe Mode generates emergent stories:

13.11.1 Rivalry Types

  • stylistic matchups

  • controversial decisions

  • regional battles

  • champion clashes

  • trilogy formations

  • Olympic rematch rivalries

13.11.2 Storyline Generation

Narratives form organically:

  • trash talk emerges

  • commentators reference history

  • fans demand rematches

  • hype grows

  • promoters negotiate grudgingly

13.11.3 Rivalry Events

  • Press conferences

  • Heated weigh-ins

  • Social media disputes

  • Staredown altercations


13.12 INJURY & MEDICAL SYSTEM

13.12.1 Injury Types

  • cuts

  • broken orbital

  • rib damage

  • hand injuries

  • concussions

  • sprains

  • training camp injuries

13.12.2 Fight Impact

Injuries affect:

  • strategy

  • scheduling

  • career longevity

13.12.3 Medical Suspensions

Replicate real commission logic.


13.13 CONTRACTS & NEGOTIATION

13.13.1 Contract Variables

  • purse split

  • rematch clause

  • venue

  • ring size

  • glove size

  • weight agreement

  • catchweight

  • network deal

13.13.2 Purse Bids

For mandatory fights:

  • open bids

  • network bidding wars

  • regional promotional dominance


13.14 NETWORK & BROADCAST SYSTEM

Includes:

  • PPV buys

  • network exclusivity

  • ratings wars

  • broadcast budgets

  • co-promotion deals

Networks influence:

  • matchmaking

  • promotion hype

  • fighter brand exposure


13.15 MULTI-YEAR SIMULATION

The mode supports:

  • fast-sim decades

  • detailed fight-by-fight sim

  • branching career paths

  • AI adapting over time

Examples:

  • A regional fighter becomes global phenom

  • Two prospects become long-term rivals

  • Champion reigns for 7 years

  • Cinderella story contender


13.16 PLAYER ROLES IN UNIVERSE MODE

Role A — Matchmaker

Player books fights for all fighters.

Role B — Promoter

Player selects:

  • stable of fighters

  • event bookings

  • networks

  • managers

  • PPV strategies

Role C — Commissioner / Sandbox God Mode

Player has full control:

  • edit rankings

  • create belts

  • swap fighters

  • override decisions

Role D — Career Mode Integration

Player’s My BOXER lives inside the same Universe Mode.


13.17 CUSTOMIZATION & COMMUNITY SUPPORT

Players can:

  • create fighters

  • import fighters

  • edit rankings

  • customize belts

  • design arenas

  • create entire new regions

  • run user-made leagues


13.18 STATISTICS & HISTORY TRACKING

The Universe Mode keeps:

  • full fight records

  • title histories

  • boxer lineage

  • rivalry logs

  • punch stats

  • gym success records

  • financial performance

A history tracker similar to Out of the Park Baseball or Football Manager.


13.19 LONG-TERM WORLD EVOLUTION

Over decades:

  • new generations emerge

  • old gyms fade

  • new super-promoters appear

  • legendary trilogies form

  • boxing’s elite rotate

  • scandals occur

  • weight divisions shift

This creates endless replayability.


SECTION 14 — CREATION SUITE & EDITOR TOOLS

Complete Customization Framework for Fighters, Gyms, Promoters, Arenas & More

This system is designed to be the most advanced, flexible, and simulation-authentic creation suite in combat sports gaming.
Everything should be editable, including tendencies, personality traits, fighting styles, belts, arenas, commentators, promoters, and even judges.

This is the sandbox where the community thrives.


14.1 CREATION SUITE CORE GOALS

14.1.1 Player Freedom

Players must be able to recreate:

  • current boxers

  • historical boxers

  • fantasy and crossover characters

  • regional gym cultures

  • custom promoters

  • entire boxing universes

14.1.2 Depth Over Decoration

Customization must have real gameplay impact:

  • tendencies change behavior

  • traits change fight flow

  • style archetypes affect technique

  • weight/reach affect matchups

14.1.3 Seamless Integration

Everything created must:

  • work in Career Mode

  • appear in Universe Mode

  • simulate correctly

  • be balanced

  • use AI-driven tendencies

14.1.4 Shareability

Creation Suite includes:

  • upload

  • download

  • rating

  • tagging

  • versioning

Players build the future of the game.


14.2 FIGHTER CREATION (My BOXER / Custom Fighters)

This is the most important sub-tool.

14.2.1 Visual Appearance Editor

Using a 2K-tier morphing system:

Head Morphing

  • Skull shape

  • Brow prominence

  • Eye spacing/shape

  • Jawline shape

  • Cheekbones

  • Chin depth

  • Ear size/shape

Facial Details

  • Tattoos

  • Scars

  • Blemishes

  • Facial hair

  • Aging options

  • Skin tone (full gradient palette)

Body Morphing

  • Height slider

  • Reach slider

  • Frame width

  • Muscle definition

  • Body fat %

  • Shoulder width

  • Neck thickness

  • Arm & leg length

All visuals affect animation behavior.


14.3 FIGHTER STYLE & MECHANICAL EDITOR

14.3.1 Style Archetype Selection

Choose or mix:

  • Outboxer

  • Boxer-puncher

  • Pressure fighter

  • Counter-puncher

  • Slick defensive fighter

  • Swarm volume fighter

  • Heavy-handed power puncher

  • Inside specialist

  • Unorthodox hybrid

14.3.2 Punch Selection & Arc Editor

Players edit:

  • jab style (snappy, stiff, flick, piston)

  • cross arc

  • hook tightness

  • uppercut angle

  • body punch ratios

14.3.3 Tendencies Editor

The full Tendency Matrix is editable:

  • punch frequency

  • defensive habits

  • counter patterns

  • range preferences

  • rhythm/tempo

  • pressure handling

  • mental states

14.3.4 Personality Sliders

Adjust:

  • confidence

  • discipline

  • composure

  • ego

  • resilience

  • adaptiveness

14.3.5 Attribute Editing

Attributes include:

  • speed

  • endurance

  • chin

  • heart

  • technique

  • ring IQ

  • power by punch type

  • footwork ratings


14.4 GEAR CREATION

14.4.1 Gloves

Design:

  • color

  • leather type

  • lacing/Velcro

  • brand logo

  • padding distribution (affects gameplay)

14.4.2 Boots

  • ankle support

  • style

  • material

  • regional patterns

14.4.3 Shorts & Trunks

  • length

  • waistband thickness

  • patterns

  • logos

  • embroidery options

14.4.4 Wraps & Accessories

  • hand wraps

  • mouth guard color

  • protective gear


14.5 ARENA CREATION TOOL

Players can build or edit arenas.

14.5.1 Editable Elements

  • venue size

  • crowd density

  • lighting rig setups

  • corner pads

  • ring rope color/styles

  • canvas design

  • walkout tunnel

  • sponsor logos

  • audio acoustics presets

14.5.2 Arena Templates

  • small gym

  • classic hall

  • modern arena

  • stadium

  • international festival arena


14.6 PROMOTER CREATOR

Players can create their own promotion.

14.6.1 Promoter Variables

  • promoter name

  • brand identity (logo, colors)

  • philosophy (risk tolerance, matchmaking)

  • financial power

  • home region

  • talent scouting tendencies

  • corruption level (affects matchmaking and politics)

14.6.2 Promotional Advantages

Created promoters appear in:

  • Universe Mode

  • Career Mode

  • Free-play matchmaking


14.7 GYM CREATOR

Players create real gyms with:

  • coaching specialties

  • equipment quality

  • location

  • sparring partners

  • gym culture (technical, brawler, pressure-first)

Gyms influence:

  • training camp bonuses

  • attribute progression

  • injury rates

  • style evolution


14.8 REFEREE & JUDGE CREATOR

14.8.1 Referee Attributes

  • strictness

  • break timing

  • foul recognition

  • leniency

  • ring positioning

  • count rhythm

14.8.2 Judge Attributes

  • aggression bias

  • defense appreciation

  • accuracy vs output bias

  • region-based tendencies


14.9 BELT & SANCTIONING BODY EDITOR

14.9.1 Belt Customization

Players create:

  • belt appearance

  • divisions

  • sanctioning fees

  • ranking criteria

  • mandatory rules

14.9.2 Sanctioning Body Behavior

Editable:

  • corruption rating

  • stripping rules

  • interim champion logic

  • purse bid logic


14.10 FULL TENDENCY EDITOR

This tool replicates the internal dev matrix.

14.10.1 Editable Categories

  • punch selection

  • distance control

  • defensive reactions

  • counters

  • combos

  • pacing

  • risk taking

  • body/head targeting

  • clinch behavior

  • adjustment logic

14.10.2 Advanced Users Only Mode

Unlocks deep parameters like:

  • micro-timing windows

  • feint frequency

  • angle preference logic

  • rhythm-break probabilities


14.11 COMMUNITY & SHARING FEATURES

14.11.1 Upload / Download

Players can share:

  • fighters

  • arenas

  • promoters

  • gyms

  • belts

  • full universe templates

14.11.2 Rating & Versioning

Uploads have:

  • ⭐ rating

  • downloads count

  • creator notes

  • version history

  • patch notes

14.11.3 Cross-Mode Integration

Everything created:

  • works in Universe Mode

  • can appear in Career Mode

  • is usable online (if balanced)


14.12 SECURITY & BALANCING CONTROLS

14.12.1 Attribute Caps (Optional)

Enable/disable overall rating caps.

14.12.2 Competitive Integrity Mode

For online:

  • verified fighters only

  • capped stats

  • balanced tendencies


14.13 DEVELOPER MODDING TOOLS (PC ONLY)

Optional but planned:

  • external tendency editor

  • JSON boxer import/export

  • universe simulation modder

  • full offline database editor


SECTION 15 — AI SYSTEM ARCHITECTURE & RING IQ ENGINE

Complete Artificial Intelligence Framework, Behavior Systems & Decision Models

The AI in Title Bout Championship Boxing must represent:

  • authentic boxing behavior

  • real-style differences

  • tactical decision-making

  • adaptation & ring IQ

  • psychological shifts

  • fatigue-driven changes

  • opponent study & pattern recognition

  • risk/reward analysis

  • dynamic counterplay

  • momentum and killer instinct

  • crisis management

This system must go far beyond simple branching logic.
It must replicate the real cognitive processes of elite fighters.


15.1 AI SYSTEM OVERVIEW

The AI engine consists of six major subsystems:

  1. Ring IQ Layer

  2. Tendency & Personality System

  3. Real-Time Combat Decision Tree

  4. Distance & Range Management System

  5. Adaptive Pattern Recognition Engine

  6. Psychological State Machine

AI decisions must reflect:

  • fighter style

  • real attributes

  • mental toughness

  • career experience

  • current damage

  • pressure response

  • confidence

No two AIs should behave the same.


15.2 RING IQ LAYER

15.2.1 Purpose

The Ring IQ Layer is the AI’s brain.
It evaluates the fight situation multiple times per second and chooses high-level strategies.

15.2.2 Inputs

  • opponent tendencies

  • distance

  • punch patterns

  • opening windows

  • fatigue levels

  • corner advice

  • scoring urgency

  • knockdown count

  • round time

15.2.3 Outputs

  • strategic shift

  • defensive posture change

  • punch selection shift

  • combination selection

  • aggression level change

  • feint usage

  • clinch logic

  • ring-cutting behavior


15.3 TENDENCY & PERSONALITY ENGINE

This engine determines who the boxer is.

15.3.1 Tendency Categories

  • volume punching

  • counter frequency

  • body vs head ratio

  • footwork preference

  • feint usage

  • combination length

  • medium-range vs long-range preference

  • inside comfort level

  • jab commitment

  • defensive priority (slip/roll/block/parry)

15.3.2 Personality Sliders

  • confidence

  • patience

  • discipline

  • risk tolerance

  • emotional volatility

  • killer instinct

  • fear response

  • stubbornness

  • composure

These directly modify behavior:

  • high patience → fewer reckless attacks

  • high ego → less likely to clinch

  • high killer instinct → ends stunned opponents early

  • low composure → panic actions under pressure


15.4 REAL-TIME COMBAT DECISION TREE

This is the tactical system.
It runs every frame of the fight.


15.4.1 Step 1 — Evaluate Distance

Three primary ranges:

  • long (jab range)

  • mid (hook/cross range)

  • close (uppercut/clinch range)

AI selects range goal based on style:

  • outboxers prefer long

  • swarmers prefer close

  • boxer-punchers mix


15.4.2 Step 2 — Evaluate Opponent Behavior

AI reads:

  • current punch risk

  • opponent foot placement

  • stance opening

  • defensive posture

  • rhythm patterns

  • combo length


15.4.3 Step 3 — Compare Situation to Style Model

Example:

  • A counter-puncher sees an aggressive advance → prepares slip & counter cross

  • A pressure fighter sees backing up → cuts off ring


15.4.4 Step 4 — Choose Action Cluster

Clusters include:

  • probe with jab

  • step-in counter attempt

  • body attack sequence

  • angle pivot → hook

  • feint → read reaction

  • high guard walkdown

  • clinch to reset

  • defensive cycle


15.4.5 Step 5 — Execute Micro Decisions

These are frame-level decisions:

  • adjust foot angle

  • correct distance

  • slip left vs right

  • choose hooks vs straight

  • decide combo length

  • abort combo if counter window appears


15.5 DISTANCE & RANGE MANAGEMENT SYSTEM

Distance management is everything in boxing.

15.5.1 Preferred Range Logic

Each boxer has:

  • preferred range

  • comfort range

  • danger range

Example:

  • Tall outboxer: long = preferred

  • Short pressure fighter: long = danger

AI acts accordingly:

  • closes distance

  • retreats

  • circles

  • pivots

  • bounces in/out


15.5.2 Defensive Range Awareness

AI recognizes:

  • when it is too close

  • when opponent has power advantage

  • when it is being backed to ropes

  • when angle is bad

AI decides:

  • clinch

  • pivot

  • roll out

  • high guard

  • interrupt with jab


15.5.3 Opponent Distance Manipulation

Smart AIs:

  • bait entries

  • control with lead hand

  • use lateral steps

  • walk opponents into power punches


15.6 PATTERN RECOGNITION & ADAPTATION ENGINE

This is the “fight IQ” evolution system.

15.6.1 Pattern Database

AI logs:

  • punch selection patterns

  • combo sequences

  • slip tendencies

  • block tendencies

  • body/head shifts

  • footwork direction

  • defensive priority


15.6.2 Adaptation Behaviors

AI reacts by:

  • changing target area

  • switching rhythm

  • countering predictable combos

  • punishing repetitive movement

  • stopping failed strategies

Example:
If player throws 3 jabs repeatedly → AI starts slip-left → cross.


15.6.3 Multi-Round Learning

The AI improves:

  • round by round

  • fight by fight (Career/Universe Mode)

Legends develop tendencies over their entire simulated careers.


15.7 PSYCHOLOGICAL STATE MACHINE

AI behavior changes dynamically.

15.7.1 States

  • Confident

  • Careful

  • Hurt

  • Frustrated

  • Angry

  • Panicked

  • Calculated

  • Killer Instinct

  • Survival Mode

15.7.2 State Triggers

Triggered by:

  • getting rocked

  • landing a huge shot

  • losing on scorecards

  • crowd energy

  • fatigue

  • rivalry

  • career stakes

15.7.3 State Effects

Different states affect:

  • punch selection

  • aggression

  • defense

  • risk-taking

  • clinch behavior

Example:
A panicked boxer may throw sloppier punches and clinch more.


15.8 ADVANCED COMBAT FEATURES

15.8.1 Feint Logic

AI uses:

  • shoulder feints

  • jab feints

  • hip feints

  • step feints

Purpose:

  • read reactions

  • create openings

  • break rhythm

15.8.2 On-the-Fly Adjustment Engine

AI may:

  • switch stance (if boxer can)

  • change poke rhythm

  • alter guard style

  • target new zones

15.8.3 Rope Behavior

AI understands:

  • rope vulnerability

  • escape patterns

  • rope bait tactics

15.8.4 Clinch Logic

AI clinches when:

  • hurt

  • tired

  • smothering opponent

  • resetting pace

Aggressive fighters attempt dirty infighting before clinching.


15.9 SCORING AWARENESS & URGENCY ENGINE

AI reads:

  • unofficial scorecard

  • punch stats

  • crowd leaning

  • damage taken

If losing late:

  • increases aggression

  • takes more risks

  • goes for KO

If winning:

  • becomes more cautious

  • controls range

  • avoids unnecessary exchanges


15.10 META-LEVEL AI IN CAREER & UNIVERSE MODE

Boxers evolve across years.

15.10.1 Long-Term Tendencies Evolution

  • gain ring IQ

  • lose reflexes

  • change preferred range

  • become more cautious with age

15.10.2 Experience-Based Learning

Veterans:

  • recognize setups faster

  • punish predictable behaviors

  • adapt quicker

Young prospects:

  • more emotional swings

  • inconsistent decision-making


15.11 STYLE-SPECIFIC AI PROFILES

Outboxer

  • runs the jab

  • uses lateral movement

  • keeps long range

  • avoids brawling

Pressure Fighter

  • constant forward movement

  • body attack

  • cuts the ring

  • short combinations

Counter-Puncher

  • low output

  • high accuracy

  • waits for mistakes

  • punishes overextension

Swarmer

  • volume punching

  • overwhelming pressure

  • inside fighting

Hybrid

Dynamically switches based on opponent.


15.12 DIFFICULTY SCALING

15.12.1 Smart Difficulty

Not stat boosts — brain boosts.

15.12.2 Higher Levels

  • faster pattern recognition

  • fewer mistakes

  • better adaptation

  • more complex setups

  • smarter counters

  • reduced panic states


15.13 DEBUGGING & DEVELOPER TOOLS

Includes:

  • AI state viewer

  • tendency heatmap

  • distance tracker overlay

  • punch selection histogram

  • psychological state display

Allows devs to tune behavior with precision.


SECTION 17 — PHYSICS SYSTEM & HIT REACTION MODEL

Full Breakdown of Physics Layers, Collision Response, KO Mechanics, and Body Simulation

The physics system is responsible for making strikes feel real. It determines:

  • how punches transfer force

  • how bodies react to impact

  • how balance is lost

  • how knockdowns occur

  • how ragdoll blends with animation

  • how feet plant and shift weight

  • how fighters physically occupy space

  • how fatigue changes biomechanics

This system dramatically affects gameplay, presentation, and AI behavior.


17.1 PHYSICS SYSTEM OVERVIEW

The physics engine uses a hybrid approach:

  1. Animation-Driven Movement — for controlled technique

  2. Physics-Driven Layers — for reactions, collisions, knockdowns

  3. Ragdoll Assist — only during loss-of-consciousness moments

  4. Procedural Motion Add-ons — muscle jiggle, glove compression, foot stabilization

The goal is to retain visual authenticity without sacrificing responsive control.


17.2 PHYSICAL LAYERS

17.2.1 Layer 1 — Core Animation

Base animation ensures technique, posture, and style accuracy.

Includes:

  • punch arcs

  • footwork

  • defensive motions

  • stance behavior

  • guard mechanics

Base layer always plays unless interrupted by collision physics.


17.2.2 Layer 2 — Procedural Physics Overlay

Adds nuanced, real-time micro-movements:

  • recoil from punches

  • body oscillation

  • glove deformation

  • subtle head/neck recoil

  • shoulder shock absorption

  • environmental friction

This layer brings life to animation.


17.2.3 Layer 3 — Collision Physics

Applies on impact:

  • punch-to-body collision

  • punch-to-face collision

  • glove-to-glove (blocks/parries)

  • body-to-body (in close range)

  • rope collisions

  • canvas impacts

Uses bone-specific hit volumes for anatomical accuracy.


17.2.4 Layer 4 — Balance & Equilibrium Physics

Simulates real boxer balance mechanics:

  • weight shifting

  • stagger responses

  • wobble states

  • balance recovery

  • ankle/hip correction

Fatigue and damage weaken stability.


17.2.5 Layer 5 — Ragdoll-Assisted KO System

Only activates during:

  • unconscious knockouts

  • heavy knockdowns

  • collapse animations

Animation drives initial fall path → ragdoll finishes naturally.


17.3 PUNCH FORCE CALCULATION

Punch force is dynamic and calculated on every strike.

17.3.1 Punch Force Inputs

Force =
punch speed × mass × technique × rotation torque × stance stability × distance efficiency

Inputs include:

  • punch animation velocity

  • step momentum

  • body rotation

  • leg drive

  • boxer’s power attribute

  • fatigue penalty

  • angle efficiency


17.3.2 Distance Efficiency Curve

Punch power follows a curve:

  • Too far → weak

  • Perfect range → peak force

  • Too close → smothered

Each punch has a defined efficiency radius.


17.3.3 Impact Angle Modifier

Angles matter:

  • chin/temple hits amplify

  • forehead reduces

  • liver shots amplify

  • rib shots reduce slightly


17.3.4 Defense Modifier

Block/parry/slip affects:

  • damage reduction

  • force deflection vector

  • guard fatigue

  • arm recoil physics


17.4 COLLISION SYSTEM

17.4.1 Hit Zones

Each fighter has 50+ hit zones including:

Head Zones

  • chin

  • temple

  • jaw

  • nose

  • cheek

  • forehead

Body Zones

  • liver

  • solar plexus

  • rib cage front/back

  • abdomen

  • kidneys

Different zones apply:

  • different pain reactions

  • different stun chances

  • different balance penalties


17.4.2 Glancing Blows

A glancing punch:

  • deals reduced damage

  • triggers weaker reaction

  • may still score

  • often leads to counters

Calculated using:

  • angle of impact

  • movement direction

  • collision velocity


17.4.3 Parry Collision Logic

Parries deflect the punch vector:

  • slight parry → angle change + reduced force

  • full parry → major force redirection, counter window

Sound + animation changes based on parry strength.


17.5 HIT REACTION MODEL

17.5.1 Reaction Categories

A. Micro Reactions

  • skin ripple

  • muscle compression

  • head twitch

  • guard displacement

B. Medium Reactions

  • body fold

  • head snap

  • step-back recoil

  • guard collapse

C. Major Reactions

  • full stagger

  • balance loss

  • knocked off stance

  • foot drag

  • pivot stumble

D. Critical Reactions

  • rock

  • flash knockdown

  • full collapse


17.5.2 Reaction Timing

Reaction time affected by:

  • damage accumulation

  • fatigue

  • toughness attribute

  • weight class

  • surprise factor (counter)


17.5.3 Directional Reactions

Punch direction influences reaction angle:

  • right cross causes left-head snap

  • left hook spins chin right

  • liver shot folds body right

  • uppercut lifts posture


17.6 BALANCE & STUN PHYSICS

17.6.1 Balance Meter (Hidden)

Internally tracks:

  • stance integrity

  • center-of-mass motion

  • combined leg fatigue

  • accumulated stun damage

When threshold breached → stumble or knockdown.


17.6.2 Stun Physics

Stun state affects:

  • slowed reactions

  • unsteady footwork

  • unstable blocks

  • increased vulnerability

Physics exaggerates unsteady legs without losing control fidelity.


17.7 KNOCKDOWN SYSTEM

17.7.1 Knockdown Trigger

Knockdown triggers when:

  • force vector exceeds chin/body threshold

  • balance collapses

  • neurological shock occurs

  • fatigue reduces resilience


17.7.2 Knockdown Animations

Animation-driven for:

  • stagger initiation

  • fall path choice

  • rope interaction

Blended with ragdoll for:

  • limbs

  • final collapse

  • canvas settling


17.7.3 Canvass & Rope Physics

Knockdown interactions include:

  • rope bounce

  • rope drag

  • partial rope entanglement

  • realistic floor thud

  • shoulder/hip bounce

Canvas friction impacts:

  • sliding

  • rolling

  • arm/leg position


17.8 KNOCKOUT (KO) SYSTEM

17.8.1 Full KO Logic

KO triggered by:

  • severe chin shock

  • brainstem-level impact

  • combination of fatigue + force

  • body shutdown (liver KO)


17.8.2 KO Animation Flow

  1. Initial collapse animation

  2. Ragdoll takeover

  3. Procedural settling

  4. Camera focus shift

  5. Crowd + commentary reaction

  6. Referee assessment


17.8.3 Specialty KO Types

  • forward fold KO

  • backward timber KO

  • delayed KO (walk → collapse)

  • spinning KO from hook

  • liver shutdown collapse

Each type linked to:

  • punch arc

  • hit zone

  • damage state


17.9 CLINCH & BODY-TO-BODY PHYSICS

17.9.1 Clinch Weight Simulation

Simulates:

  • fighters leaning

  • shoulder pressure

  • head positioning

  • body shifting

17.9.2 Break Physics

Referee break interacts with:

  • arms

  • chest position

  • leaning direction

  • resistance from fighters


17.10 FOOT PLANTING PHYSICS

Foot planting ensures that:

  • pivots feel grounded

  • punches delivered off-balanced lose power

  • stance width affects defense

  • incorrect planting increases counter vulnerability

Includes:

  • foot skid

  • canvas friction

  • ankle roll correction

  • kinetic chain simulation


17.11 FATIGUE-BASED PHYSICS DEGRADATION

As fatigue rises:

  • recoil increases

  • recovery time increases

  • punch force drops

  • footwork becomes sloppy

  • balance becomes unstable

  • defensive collapses occur more often

Fatigue must visually and physically degrade a fighter.


17.12 PHYSICS DEBUGGING TOOLS

For developers:

  • impact vector display

  • balance meter overlay

  • force heatmap

  • hit reaction chart

  • collision volume visibility

  • KO threshold visualization

SECTION 17 — PHYSICS SYSTEM & HIT REACTION MODEL

Full Breakdown of Physics Layers, Collision Response, KO Mechanics, and Body Simulation

The physics system is responsible for making strikes feel real. It determines:

  • how punches transfer force

  • how bodies react to impact

  • how balance is lost

  • how knockdowns occur

  • how ragdoll blends with animation

  • how feet plant and shift weight

  • how fighters physically occupy space

  • how fatigue changes biomechanics

This system dramatically affects gameplay, presentation, and AI behavior.


17.1 PHYSICS SYSTEM OVERVIEW

The physics engine uses a hybrid approach:

  1. Animation-Driven Movement — for controlled technique

  2. Physics-Driven Layers — for reactions, collisions, knockdowns

  3. Ragdoll Assist — only during loss-of-consciousness moments

  4. Procedural Motion Add-ons — muscle jiggle, glove compression, foot stabilization

The goal is to retain visual authenticity without sacrificing responsive control.


17.2 PHYSICAL LAYERS

17.2.1 Layer 1 — Core Animation

Base animation ensures technique, posture, and style accuracy.

Includes:

  • punch arcs

  • footwork

  • defensive motions

  • stance behavior

  • guard mechanics

Base layer always plays unless interrupted by collision physics.


17.2.2 Layer 2 — Procedural Physics Overlay

Adds nuanced, real-time micro-movements:

  • recoil from punches

  • body oscillation

  • glove deformation

  • subtle head/neck recoil

  • shoulder shock absorption

  • environmental friction

This layer brings life to animation.


17.2.3 Layer 3 — Collision Physics

Applies on impact:

  • punch-to-body collision

  • punch-to-face collision

  • glove-to-glove (blocks/parries)

  • body-to-body (in close range)

  • rope collisions

  • canvas impacts

Uses bone-specific hit volumes for anatomical accuracy.


17.2.4 Layer 4 — Balance & Equilibrium Physics

Simulates real boxer balance mechanics:

  • weight shifting

  • stagger responses

  • wobble states

  • balance recovery

  • ankle/hip correction

Fatigue and damage weaken stability.


17.2.5 Layer 5 — Ragdoll-Assisted KO System

Only activates during:

  • unconscious knockouts

  • heavy knockdowns

  • collapse animations

Animation drives initial fall path → ragdoll finishes naturally.


17.3 PUNCH FORCE CALCULATION

Punch force is dynamic and calculated on every strike.

17.3.1 Punch Force Inputs

Force =
punch speed × mass × technique × rotation torque × stance stability × distance efficiency

Inputs include:

  • punch animation velocity

  • step momentum

  • body rotation

  • leg drive

  • boxer’s power attribute

  • fatigue penalty

  • angle efficiency


17.3.2 Distance Efficiency Curve

Punch power follows a curve:

  • Too far → weak

  • Perfect range → peak force

  • Too close → smothered

Each punch has a defined efficiency radius.


17.3.3 Impact Angle Modifier

Angles matter:

  • chin/temple hits amplify

  • forehead reduces

  • liver shots amplify

  • rib shots reduce slightly


17.3.4 Defense Modifier

Block/parry/slip affects:

  • damage reduction

  • force deflection vector

  • guard fatigue

  • arm recoil physics


17.4 COLLISION SYSTEM

17.4.1 Hit Zones

Each fighter has 50+ hit zones including:

Head Zones

  • chin

  • temple

  • jaw

  • nose

  • cheek

  • forehead

Body Zones

  • liver

  • solar plexus

  • rib cage front/back

  • abdomen

  • kidneys

Different zones apply:

  • different pain reactions

  • different stun chances

  • different balance penalties


17.4.2 Glancing Blows

A glancing punch:

  • deals reduced damage

  • triggers weaker reaction

  • may still score

  • often leads to counters

Calculated using:

  • angle of impact

  • movement direction

  • collision velocity


17.4.3 Parry Collision Logic

Parries deflect the punch vector:

  • slight parry → angle change + reduced force

  • full parry → major force redirection, counter window

Sound + animation changes based on parry strength.


17.5 HIT REACTION MODEL

17.5.1 Reaction Categories

A. Micro Reactions

  • skin ripple

  • muscle compression

  • head twitch

  • guard displacement

B. Medium Reactions

  • body fold

  • head snap

  • step-back recoil

  • guard collapse

C. Major Reactions

  • full stagger

  • balance loss

  • knocked off stance

  • foot drag

  • pivot stumble

D. Critical Reactions

  • rock

  • flash knockdown

  • full collapse


17.5.2 Reaction Timing

Reaction time affected by:

  • damage accumulation

  • fatigue

  • toughness attribute

  • weight class

  • surprise factor (counter)


17.5.3 Directional Reactions

Punch direction influences reaction angle:

  • right cross causes left-head snap

  • left hook spins chin right

  • liver shot folds body right

  • uppercut lifts posture


17.6 BALANCE & STUN PHYSICS

17.6.1 Balance Meter (Hidden)

Internally tracks:

  • stance integrity

  • center-of-mass motion

  • combined leg fatigue

  • accumulated stun damage

When threshold breached → stumble or knockdown.


17.6.2 Stun Physics

Stun state affects:

  • slowed reactions

  • unsteady footwork

  • unstable blocks

  • increased vulnerability

Physics exaggerates unsteady legs without losing control fidelity.


17.7 KNOCKDOWN SYSTEM

17.7.1 Knockdown Trigger

Knockdown triggers when:

  • force vector exceeds chin/body threshold

  • balance collapses

  • neurological shock occurs

  • fatigue reduces resilience


17.7.2 Knockdown Animations

Animation-driven for:

  • stagger initiation

  • fall path choice

  • rope interaction

Blended with ragdoll for:

  • limbs

  • final collapse

  • canvas settling


17.7.3 Canvass & Rope Physics

Knockdown interactions include:

  • rope bounce

  • rope drag

  • partial rope entanglement

  • realistic floor thud

  • shoulder/hip bounce

Canvas friction impacts:

  • sliding

  • rolling

  • arm/leg position


17.8 KNOCKOUT (KO) SYSTEM

17.8.1 Full KO Logic

KO triggered by:

  • severe chin shock

  • brainstem-level impact

  • combination of fatigue + force

  • body shutdown (liver KO)


17.8.2 KO Animation Flow

  1. Initial collapse animation

  2. Ragdoll takeover

  3. Procedural settling

  4. Camera focus shift

  5. Crowd + commentary reaction

  6. Referee assessment


17.8.3 Specialty KO Types

  • forward fold KO

  • backward timber KO

  • delayed KO (walk → collapse)

  • spinning KO from hook

  • liver shutdown collapse

Each type linked to:

  • punch arc

  • hit zone

  • damage state


17.9 CLINCH & BODY-TO-BODY PHYSICS

17.9.1 Clinch Weight Simulation

Simulates:

  • fighters leaning

  • shoulder pressure

  • head positioning

  • body shifting

17.9.2 Break Physics

Referee break interacts with:

  • arms

  • chest position

  • leaning direction

  • resistance from fighters


17.10 FOOT PLANTING PHYSICS

Foot planting ensures that:

  • pivots feel grounded

  • punches delivered off-balanced lose power

  • stance width affects defense

  • incorrect planting increases counter vulnerability

Includes:

  • foot skid

  • canvas friction

  • ankle roll correction

  • kinetic chain simulation


17.11 FATIGUE-BASED PHYSICS DEGRADATION

As fatigue rises:

  • recoil increases

  • recovery time increases

  • punch force drops

  • footwork becomes sloppy

  • balance becomes unstable

  • defensive collapses occur more often

Fatigue must visually and physically degrade a fighter.


17.12 PHYSICS DEBUGGING TOOLS

For developers:

  • impact vector display

  • balance meter overlay

  • force heatmap

  • hit reaction chart

  • collision volume visibility

  • KO threshold visualization


SECTION 18 — PRESENTATION SYSTEM: CAMERAS, REPLAYS, CINEMATICS & BROADCAST PACKAGE

Full Breakdown of Presentation Logic, Camera Systems, Replays, and Event Cinematics

The presentation layer must achieve these goals:

  • look like a real boxing broadcast

  • feel cinematic without disrupting gameplay

  • capture authentic angles of punches, footwork, and emotion

  • use dynamic logic to respond to drama, knockdowns, and momentum

  • integrate commentary, crowd audio, overlays, and branding seamlessly

This section defines every visual presentation tool and camera system.


18.1 PRESENTATION PHILOSOPHY

18.1.1 Core Principles

  1. Authenticity = Priority
    Presentation must replicate Showtime/DAZN/HBO/ESPN boxing broadcasts.

  2. Cinematic Without Interference
    Cinematic moments enhance immersion but never disrupt gameplay flow.

  3. Adaptive Drama System
    Major moments trigger special camera angles and sound design cues.

  4. Clarity Over Gimmicks
    The view should clearly communicate range, distance, and angles.

  5. Dynamic Evolution
    Presentation evolves by round, fight type, rivalry, and stakes.


18.2 LIVE GAMEPLAY CAMERA SYSTEM

The gameplay camera is built with hybrid logic:

  • broadcast-style framing

  • dynamic centering on ring action

  • real-time zooming based on range

  • subtle angle adjustments based on footwork


18.2.1 Camera Types

A. Broadcast Classic Camera

  • Most traditional boxing view

  • Slight elevation

  • Slight tilt

  • Tracks center of ring

Used by:

  • real boxing broadcasts

  • players who prefer simulation

B. Close Hybrid Camera

  • Closer to fighters

  • Slight sway following movement

  • Better view of punches and reactions

  • Dynamic zoom during exchanges

C. Tactical High Angle

  • Top-down angle

  • More strategic

  • Useful for competitive gameplay

D. Corner-Focused Camera

  • Slightly angled toward one boxer

  • Used for player-vs-AI focus modes

E. Fighter POV / Over-the-Shoulder Camera

  • Immersive

  • Used for career/story fights

  • Dynamic FOV based on damage/stuns


18.2.2 Dynamic Camera Behaviors

Distance-Based Zoom

  • zooms in if fighters are close

  • zooms out during movement battles

Aggression Tracking

  • camera adjusts to follow pressure fighter

  • re-centers when opponent pivots

Angle Compensation

  • prevents obstructed views

  • adjusts pitch to keep punches readable

Damage-Based Effects

  • slight blur when rocked

  • shake only during major impacts

  • controlled and realistic (never arcade)


18.3 REPLAY SYSTEM

Replays are essential for highlighting:

  • big punches

  • knockdowns

  • momentum shifts

  • historic moments

18.3.1 Replay Triggers

Replays occur after:

  • clean counter

  • flash knockdown

  • heavy punch landing

  • end-of-round highlight

  • record-breaking moments

18.3.2 Replay Camera Library

Includes:

Impact Cam

Slow motion + dramatic angle.

Footwork Cam

Low angle highlighting pivots, slips, and footwork mastery.

Glove Cam

Close-up on glove connecting with chin.

Knockdown Cam

Cinematic fall tracking from punch → collapse.

Rope Cam

Mounted perspective from ring ropes.

Ring Post Cam

Stationary camera from neutral corners.

18.3.3 Replay Editing Logic

  • multiple angles stitched

  • punch sound enhanced

  • commentary reacts dynamically

  • crowd audio swells


18.4 CINEMATIC CAMERA SYSTEM

Used for:

  • walkouts

  • intros

  • between-rounds

  • knockdowns

  • KO finishes

  • post-fight scenes

18.4.1 Walkout Cinematics

Cameras capture:

  • entourage

  • lighting rigs

  • crowd reactions

  • robes & banner movements

Each walkout can be:

  • neutral

  • hostile (crowd booing)

  • celebratory


18.4.2 Tale of the Tape

Broadcast-quality:

  • split-screen

  • stats comparison

  • commentator VO integration

  • sponsor overlays


18.4.3 Pre-Fight Intros

Includes:

  • ring announcer introduction

  • boxer national flags

  • close-ups

  • gloves touching

Cameras cycle through 6–10 angles.


18.5 BETWEEN-ROUNDS PRESENTATION

Between rounds shifts focus:

18.5.1 Corner Sequences

Cinematic shots:

  • fighter breathing heavily

  • sweat dripping

  • cutman applying end-swells

  • trainer giving advice

  • bottle drinking

18.5.2 Tactical Overlay

Optional HUD:

  • round score estimates

  • punch totals

  • stamina levels

  • opponent tendencies


18.6 KNOCKDOWN & KO CINEMATIC PACKAGE

18.6.1 Knockdown Presentation

Sequence:

  1. Impact camera

  2. Fall camera

  3. Referee stepping in

  4. Fighter on canvas

  5. Close-up on downed fighter breathing or blinking

  6. Count visualization overlay


18.6.2 KO Presentation

Multi-layer presentation:

  • slow-motion impact

  • environmental audio dip

  • camera shutters

  • crowd eruption

  • ragdoll-assisted collapse

  • referee wave-off

  • commentary shock line

  • corner reactions (panic or celebration)

Independent fighter-focused cameras:

  • face close-up

  • mouthguard drop

  • loss of muscle control

  • trainer rushing in


18.7 POST-FIGHT PRESENTATION

18.7.1 Decision Announcements

Cameras focus on:

  • ring announcer

  • fighters holding gloves

  • corner reactions

  • judges’ cards overlay

18.7.2 Championship Presentation

Includes:

  • belt wrapping

  • trophy holding

  • confetti

  • crowd chants

  • broadcast zoom-ins

18.7.3 Rivalry Endings

Unique animations:

  • handshake

  • staredown

  • trash talk

  • refusal to engage


18.8 BROADCAST PACKAGE

18.8.1 On-Screen Graphics

Includes:

  • lower thirds

  • punch stats

  • fighter records

  • tale-of-the-tape

  • scorecards

  • power punches landed

  • total punches

  • ring control heatmap

Style must mimic real networks with authenticity.


18.8.2 Commentary Sync

Commentary integrates with camera changes:

  • reacts to knockdowns

  • calls out replays

  • shifts tone based on cinematic state


18.9 CROWD PRESENTATION INTEGRATION

18.9.1 Camera to Crowd Sync

When:

  • major punch lands

  • fighter showboats

  • rivalry heats up

Cameras cut to:

  • shocked faces

  • crowd chanting

  • waving flags

  • celebrities ringside


18.10 ENVIRONMENTAL PRESENTATION

18.10.1 Lighting Transitions

Spotlights adjust subtly:

  • during replays

  • during KO moments

  • during walkouts

18.10.2 Arena Sound Reactions

Camera changes adjust audio mix:

  • closer cameras boost punch sounds

  • wide cameras emphasize crowd

  • KO cameras suppress ambient sound


18.11 PRESENTATION ADAPTATION SYSTEM

Presentation evolves dynamically:

Factors:

  • rivalry intensity

  • fight stakes

  • crowd bias

  • fatigue levels

  • dramatic moments

Examples:

  • if a fighter is badly hurt, cameras angle lower and closer

  • in championship rounds, camera becomes more dramatic

  • in upset scenarios, cameras highlight crowd shock


18.12 ACCESSIBILITY & OPTIONS

Options include:

  • disable KO cinematics

  • disable replays

  • adjust camera shake

  • adjust camera distance

  • colorblind HUD modes

  • simplified broadcast overlays


SECTION 19 — ONLINE SYSTEMS: NETCODE, MATCHMAKING, RANKED PLAY, LOBBIES, AND LEAGUES

The full design for online play, rollback netcode, anti-cheat, ranking systems, seasonal ladders, and community leagues.

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We now continue the Full Production Game Bible with the complete blueprint for Online Systems, including rollback netcode, matchmaking logic, ranked ladders, online leagues, lobbies, anti-cheat, and cross-platform infrastructure.

This is a full AAA multiplayer design that matches — and surpasses — industry standards used in titles from 2K, Capcom, Bandai Namco, and NetherRealm.


SECTION 19 — ONLINE SYSTEMS: NETCODE, MATCHMAKING, RANKED PLAY, LOBBIES & LEAGUES

Complete Online Architecture for Competitive & Social Boxing Gameplay

The online system must deliver:

  • seamless global online play

  • rollback netcode for accurate punch timing

  • fair matchmaking

  • competitive integrity

  • community leagues

  • spectating

  • online tournaments

  • sharing & leaderboards

  • cross-platform matchmaking support

It must be robust enough to support esports-level competition.


19.1 ONLINE PHILOSOPHY

19.1.1 Prioritize Competitive Integrity

Punch timing relies heavily on real-time accuracy. Netcode must preserve:

  • reaction windows

  • counter timings

  • defensive reads

  • ring positioning

19.1.2 Low Friction, High Engagement

Players should be able to:

  • enter matches quickly

  • build rivalries

  • join leagues

  • spectate fights

  • share boxer creations

19.1.3 Fairness & Transparency

Players must understand:

  • matchmaking rules

  • rank progress

  • penalties for quitting

  • how latency affects play

  • online attribute caps (optional)


19.2 NETCODE ARCHITECTURE (ROLLBACK)

The game uses full rollback netcode, similar to:

  • Street Fighter 6

  • Mortal Kombat 1

  • Guilty Gear Strive

Rollback predicts player inputs and rewinds if necessary.


19.2.1 Why Rollback Is Mandatory

Boxing gameplay includes:

  • frame-tight counters

  • slip timing

  • parry windows

  • head movement reactions

  • simultaneous punches

Delay-based netcode cannot handle this.

Rollback provides:

  • near-zero input latency

  • accurate hit registration

  • smooth defensive play

  • consistent counter windows


19.2.2 Rollback Components

Rollback prediction engine tracks:

  • player input history

  • movement vectors

  • punch startup states

  • defensive states

  • footwork node transitions

When a packet arrives late:

  • game corrects the frame

  • replays the action locally

  • blends corrections invisibly


19.2.3 Auto Rollback Tuning

Rollback blending adjusts based on:

  • fighter distance

  • animation speed

  • punch frame data

  • footwork momentum

Close-range flurries use more aggressive rollback.
Long-range outboxing uses less visible corrections.


19.3 MATCHMAKING SYSTEM

19.3.1 Matchmaking Priorities

  1. Connection Quality

  2. Skill-Based Rating

  3. Geographical Region

  4. Platform (if cross-play toggle enabled)

  5. Fighter Weight Class (optional)

19.3.2 Match Types

  • Ranked

  • Casual

  • Custom Match

  • Private Match

  • League Match

  • Tournament Match

19.3.3 Connection Quality Meter

Displays:

  • ping

  • rollback frames

  • jitter

  • packet loss

Players can set minimum thresholds.


19.4 RANKED SYSTEM (ONLINE CHAMPIONSHIP)

Ranked delivers true competitive progression.

19.4.1 Ranked Ladder Tiers

Example tier system:

  • Prospect

  • Contender

  • Top Prospect

  • Fringe World Level

  • World Class

  • Elite

  • Title Challenger

  • Champion Tier

  • Legendary Tier

19.4.2 Match Scoring

Rating gains/losses based on:

  • opponent rank

  • performance

  • KO vs decision

  • early quit penalties

19.4.3 Placement Matches

10 fights determine initial rank.

19.4.4 Seasonal Resets

Each season:

  • new rewards

  • new stats

  • new cosmetics

  • new global rankings


19.5 ONLINE RULESETS & OPTIONS

Players can select:

  • simulation rules

  • competitive rules

  • amateur rules

  • custom rules

Competitive rules enforce:

  • balanced fighters

  • capped stats

  • stable stamina rules

  • no extreme tendencies

Simulation rules allow full realism.


19.6 ANTI-CHEAT SYSTEM

19.6.1 Anti-Cheat Goals

Prevent:

  • speed hacks

  • stamina cheats

  • input injection

  • modded stats online

  • data packet manipulation

19.6.2 Anti-Cheat Tools

  • server-side authority

  • attribute validation

  • punch speed verification

  • matchmaking fingerprinting

  • suspicious behavior flags

  • ban escalation system


19.7 CROSS-PLAY SUPPORT

Cross-play between:

  • PlayStation

  • Xbox

  • PC

Settings include:

  • enable/disable cross-play

  • cross-family matchmaking (PS ↔ Xbox ↔ PC)

  • platform-only online leaderboards (optional)


19.8 ONLINE LEAGUES & TOURNAMENTS

19.8.1 Player-Created Leagues

Players can:

  • create league name

  • choose weight classes

  • set fight schedules

  • draft fighters

  • import custom fighters

  • create tournament brackets

  • simulate fights or play manually

19.8.2 Official Leagues

2K can run:

  • weekly events

  • monthly title eliminators

  • annual championship tournaments

19.8.3 League Tools

  • stat tracking

  • standings table

  • ELO rating

  • knockout leaderboard

  • fight-of-the-week selections


19.9 SOCIAL FEATURES & RIVALRY SYSTEM

19.9.1 Rivalry Tracking

The system records:

  • opponent history

  • W-L record

  • shared knockdowns

  • round wins

  • total punches landed

When matched again:

  • commentary references past fights

  • rivalry UI appears

  • crowd reacts differently


19.9.2 Post-Fight Social Tools

Players can:

  • send rematch requests

  • star/favorite opponents

  • block users

  • report users

  • schedule future fights


19.10 LOBBIES & COMMUNITY HUBS

19.10.1 Public Lobbies

Themes:

  • weight class

  • casual

  • competitive

  • created fighters only

  • universe mode online

19.10.2 Private Lobbies

Options:

  • invite-only

  • streamed sparring sessions

  • fight camps

  • clan gyms


19.11 SPECTATOR & BROADCAST MODE

Spectating is a major feature.

19.11.1 Live Spectating

View:

  • live fights

  • ongoing tournaments

  • league championship bouts

19.11.2 Camera Controls

Spectators choose:

  • broadcast view

  • cinematic view

  • corner cam

  • low-angle footwork cam

  • custom free cam (admin only)

19.11.3 Commentator Mode (Community)

Allows players to add voice commentary during streamed events (admin-controlled).


19.12 FIGHT CAMPS / ONLINE GYMS

Online gyms mirror real-world boxing culture.

19.12.1 Gym Creation

Players create:

  • gym name

  • logo

  • colors

  • region

  • training style identity

19.12.2 Gym Features

  • sparring rooms

  • coaching advice

  • build gym rankings

  • internal league

  • stable of fighters

19.12.3 Gym Wars

Scheduled:

  • gym vs gym battles

  • boxing clubs

  • fight camps

  • rival clan leagues


19.13 ONLINE TRAINING & SPARRING

19.13.1 Friendly Sparring

No record impact.

19.13.2 Coaching Mode

One player observes and gives instructions.

19.13.3 Scenario Training

Players load scenarios:

  • fight from behind

  • defend against swarmers

  • practice slip counters

  • specific round states


19.14 ONLINE CREATION SHARING

Players can share:

  • fighters

  • arenas

  • belts

  • promoters

  • gyms

  • universe templates

  • ring announcers

  • referee types

Includes:

  • ratings

  • downloads

  • creator recognition badges


19.15 ONLINE ECONOMY & COSMETICS

NO pay-to-win.
Only:

  • gloves

  • shorts

  • trunks

  • ring walk outfits

  • victory animations

  • entrance themes

Earned via:

  • ranked season rewards

  • league championships

  • community events


19.16 PENALTY SYSTEM

19.16.1 Disconnect Penalties

  • ranked point loss

  • matchmaking timeout

  • increasing punishment for repeat offenders

19.16.2 Cheating Penalties

  • instant ban for modifying fighter stats

  • soft ban for suspicious latency behavior

  • account restrictions


19.17 ONLINE ROADMAP

Long-term roadmap includes:

  • esports integration

  • team-based leagues

  • regional qualifiers

  • annual world championship finals


SECTION 20 — CAREER & UNIVERSE INTEGRATION, ECONOMY, PROGRESSION & LIVE SERVICE SUPPORT

Complete Design for Career Mode, Universe Mode, Fighter Progression, In-Game Economy, and Long-Term Content Strategy

This section defines:

  • the deep single-player MyBoxer Career Mode

  • the sandbox Universe Mode, powered by TBCB’s simulation logic

  • the full progression system

  • the game’s economy design (no pay-to-win)

  • contracts, promoters, rankings, sanctioning bodies

  • corner teams, coaches, and tendencies development

  • cross-integration between offline and online systems

  • the multi-year live content roadmap

This mode must deliver:

  • longevity

  • authenticity

  • organic narrative

  • player choice

  • simulation depth

  • a living boxing world


20.1 CAREER MODE — MYBOXER

20.1.1 Core Vision

MyBoxer is a career simulation grounded in realism.

Players begin as:

  • amateur prospect

  • converted kickboxer/MMA striker

  • street boxer

  • or random talent from Career Generator

The world reacts to:

  • your style

  • your wins/losses

  • your momentum

  • your fanbase

  • your ranking

  • your training choices

  • your fight style tendencies

The system mirrors:

  • real boxing progression

  • real politics

  • real matchmaking

  • real promotional warfares

  • real “ducking” behavior

  • real media narratives


20.2 CAREER FLOW OVERVIEW

20.2.1 Starting Phase — Amateur Path

Players:

  • fight in local shows

  • participate in national tournaments

  • earn scouting attention

  • get invitations to travel

  • build early tendencies

20.2.2 Turning Pro

After enough amateur success OR direct progression:

  • choose a promoter

  • sign a contract

  • hire a trainer

  • join a gym

  • fight in club shows

20.2.3 Ranking Progression

Career progression is determined by:

  • fight difficulty

  • opponent style

  • public interest

  • promoter power

  • match outcomes

20.2.4 Momentum System

Momentum is a hidden numerical representation of:

  • hype

  • public interest

  • locker room respect

  • promoter confidence

Momentum affects:

  • matchmaking opportunities

  • negotiation power

  • purse size

  • title eliminator invitations


20.3 CAREER MANAGEMENT SYSTEM

20.3.1 Promoter System

Promoters differ in:

  • matchmaking philosophy

  • risk tolerance

  • financial reward

  • promotional power

  • media influence

  • relationships with sanctioning bodies

Examples:

  • Risk-averse promoter: protects rising stars

  • Aggressive promoter: forces big fights early

  • Unethical promoter: low-ball contracts, shady matchmaking

Each promoter offers:

  • contract terms

  • appearance minimums

  • sign-on bonuses

  • rematch clauses

  • location preferences


20.3.2 Gym & Trainer System

Gyms have:

  • quality levels

  • stylistic focuses

  • coach specialties

  • sparring partners

Trainers specialize in:

  • power development

  • footwork

  • defense

  • ring IQ

  • conditioning

  • countering

  • style-specific mastery

Chemistry matters:

  • certain boxer archetypes excel with certain trainers

  • stubborn boxer traits reduce chemistry if mismatch occurs


20.3.3 Corner Team

Players hire:

  • trainer

  • cutman

  • nutritionist

  • strength & conditioning coach

  • mental coach

Each provides passive bonuses:

  • cutman improves swelling resistance

  • nutritionist improves stamina and weight cutting

  • S&C coach improves punch resistance and recovery

  • mental coach reduces fear, boosts composure


20.4 TRAINING & ATTRIBUTES SYSTEM

20.4.1 Attribute Growth Method

Attributes increase through:

  • sparring

  • training drills

  • fight outcomes

  • career events

  • adversity

  • rivalries

  • injuries

Attributes are not linear — they rise and fall.


20.4.2 Tendencies Evolution

Tendencies adjust dynamically:

  • if player throws jabs consistently → jab frequency increases

  • if player hates bodywork → body tendency declines

  • if player gets rocked often → shelling increases

Career mode simulates organic personality growth.


20.4.3 Style Reinforcement System

Every fight reinforces:

  • pressure tendencies

  • counter tendencies

  • speed vs rhythm control

  • defensive vs offensive bias

Player playstyle shapes the boxer’s identity.


20.5 UNIVERSE MODE — THE GLOBAL BOXING SANDBOX

Universe Mode simulates the entire boxing world across:

  • multiple weight classes

  • thousands of generated fighters

  • aging & retirement cycles

  • promotions

  • belts & sanctioning bodies

  • career arcs

  • rivalry networks

This is TBCB brought to life in 3D.


20.5.1 Auto-Simulation Engine

Simulates:

  • match outcomes

  • injuries

  • career peaks/declines

  • upset probabilities

  • fighter chemistry

  • corner advice logic

  • retirement logic

Powered by:

  • data-driven attribute progression

  • real-world styles

  • era-based logic

  • fighter personality AI


20.5.2 Universe Mode Features

  • create custom federations

  • add/remove belts

  • edit rankings

  • restructure divisions

  • add custom fighters

  • generate historic boxers

  • simulate decades of fights

  • intra-universe cross-promotional superfights

Universe Mode is endless.


20.6 CAREER & UNIVERSE INTEGRATION

Career and Universe share:

  • rankings

  • belts

  • fight schedules

  • AI fighters

  • generated storylines

  • rivalry systems

A player’s MyBoxer exists inside the global sandbox.

Universe Mode will:

  • schedule fights with real logic

  • generate contenders

  • evolve champions

  • create dynasties

This gives MyBoxer:

  • legitimate challengers

  • organic rivals

  • unpredictable storyline branching


20.7 PROGRESSION & ECONOMY

20.7.1 No Pay-to-Win

  • no attribute purchases

  • no stat boosters

  • no paid stamina/performance modifiers

Economy is cosmetic only.


20.7.2 Player Earnings

Players earn:

  • fight purses

  • bonuses

  • sponsorships

  • PPV revenue share (later)

  • promotional deals

  • gym endorsements

Money is used to:

  • hire better team staff

  • upgrade gym

  • expand training facilities

  • pay sanctioning fees

  • buy cosmetic items


20.7.3 Sponsorship System

Sponsors include:

  • apparel brands

  • beverage companies

  • energy drinks

  • local gym brands

  • global boxing brands

Sponsor perks:

  • increased fight hype

  • improved earnings

  • walkout presentation bonuses


20.8 LIVE SERVICE & SEASONAL ROADMAP

20.8.1 Yearly Content Strategy

Year 1–5 roadmap includes:

New Fighters

  • licensed stars

  • legends

  • rising prospects

  • regional champions

New Modes

  • tournaments

  • online team leagues

  • rival fight weeks

  • limited-time events

New Story Arcs

Universe Mode updates include:

  • new factions

  • new promoters

  • new rivalries

  • global boxing politics updates


20.8.2 Seasonal Themes

Each season introduces:

  • seasonal belt designs

  • themed cosmetics

  • rivalries & event cards

  • gameplay challenges

  • simulation storyline updates

Examples:

  • “Pressure Fighter Season”

  • “Legends Rising Season”

  • “The Heavyweight Renaissance”

  • “Mexican Boxing Heritage Season”


20.8.3 Live Universe Updates

The game world evolves with periodic:

  • rule changes

  • trainer retirements

  • gym closures

  • controversial decisions

  • ranking upsets

  • fighter injuries

  • sanctioning body corruption arcs


20.9 LONG-TERM SYSTEMS

20.9.1 Boxer Aging & Decline

Realistic aging model:

  • peak performance window

  • gradual decline

  • late-career surprises

  • chin deterioration

  • stamina drops

  • muscle mass shifts

Universe Mode ensures legends cannot dominate forever.


20.9.2 Franchise Longevity

Every year adds:

  • new fighters

  • new gear

  • new arenas

  • new commentators

  • new storylines

  • patch enhancements

This allows:

  • a 10+ year player universe

  • ongoing community engagement

  • esports growth


20.10 CAREER/UNIVERSE FINAL DESIGN GOAL

To create the deepest boxing simulation possible:

  • long-term strategy

  • dynamic storytelling

  • real political matchmaking

  • aging athletes

  • legacy building

  • rivalry stabilization

  • financial management

  • emergent narratives

Equal parts:

  • NBA 2K MyLeague

  • FM-style world simulation

  • TBCB depth

  • Fight Night career drama

  • original boxing storytelling


SECTION 21 — FULL CREATION SUITE & EDITOR TOOLSET

MyBoxer, Fighter Creation, Arena Creation, Belt Creation, Team Creation, Style Editors, Universe Editors & Full Modding-Level Tools

The Creation Suite must:

  • let players build realistic or fantasy boxers

  • support complex tendencies, styles, and AI logic

  • allow deep cosmetic customization

  • include full animation style modularity

  • allow arena creation

  • include belt, referee, and promoter creation

  • integrate seamlessly with Universe Mode

  • support sharing, downloading, and rating of creations

  • be as advanced as WWE 2K’s suite, but grounded in realism

This section defines the entire system.


21.1 CREATION SUITE PHILOSOPHY

21.1.1 Player Freedom + Realism

Players must be able to create:

  • legendary boxers

  • past fighters

  • amateur prospects

  • fantasy styles

  • unique family-based tendencies

  • regional boxing styles

  • promoters and teams

  • full eras of boxing

All grounded in authentic TBCB-level logic.

21.1.2 Creation = Core Pillar of Longevity

The game survives decades because of:

  • creator communities

  • modders

  • shared fighters

  • updated universes

  • historical recreations

  • custom storylines

This system must be the industry leader.


21.2 MYBOXER (CAREER CREATION)

The entry creation experience for Career Mode includes:

21.2.1 Identity Setup

  • name

  • nickname library

  • nationality

  • hometown

  • stance (southpaw/orthodox)

  • walkout theme

  • personality profile

21.2.2 Physical Build

  • height

  • reach

  • weight & frame size

  • musculature sliders

  • body mass distribution

  • skin tone

  • scars, bruises, tattoos

21.2.3 Face Morphing System

Advanced face editor:

  • 100+ facial sliders

  • sculpting mode

  • photo import support

  • hair & facial hair library


21.3 FIGHTER CREATION (PRO & CUSTOM)

A separate advanced editor for non-career fighters.

21.3.1 Body

  • height

  • walk-around weight

  • weight class

  • frame type (ecto/meso/endo)

  • body type presets

  • shoulder width

  • leg thickness

  • torso length

  • neck girth

21.3.2 Head & Face

  • bone structure

  • brow ridge

  • jaw shape

  • cheekbone size

  • eye spacing

  • ear shape

  • nose type

  • skin detail & texture

21.3.3 Hair & Accessories

  • hairstyles

  • beard styles

  • mustache types

  • cornrows

  • braids

  • durags (walkout only)

  • face mask (gym training only)


21.4 ATTRIBUTE EDITOR (100-ATTRIBUTE SYSTEM)

This includes the full table of:

  • punch power types

  • punch speed

  • footwork dynamics

  • stamina layers

  • defensive reactions

  • ring IQ

  • psychological attributes

  • toughness profile

  • timing & rhythm

  • accuracy & economy

Each attribute includes:

  • description

  • in-game effect

  • in-engine effect

  • AI effect


21.5 TENDENCIES EDITOR

This is the most advanced tendencies system ever put into a boxing game.

21.5.1 Offensive Tendencies

Examples:

  • jab frequency

  • lead hand volume

  • combination selection

  • overhand usage

  • uppercut selection

  • attack angles

  • body punching bias

21.5.2 Defensive Tendencies

  • block preference

  • slip frequency

  • roll preference

  • clinch tendency

  • counter timing

  • rope usage

21.5.3 Engagement Tendencies

  • pressure vs outboxing

  • ring cutting

  • lateral movement

  • reset frequency

  • risk threshold

21.5.4 Psychological Tendencies

  • aggression

  • confidence

  • fear response

  • ego

  • stubbornness

  • composure under fire

21.5.5 Fatigue Behavior

  • conserving energy

  • panic flurries

  • bodywork increase/decrease

  • defensive collapse propensity

This system is fully editable.


21.6 STYLE ARCHETYPE EDITOR

Players can craft signature styles such as:

  • Philly Shell

  • Peek-a-boo

  • Rhythm Stepper

  • Mexican Pressure

  • Cuban Amateur Style

  • Switch-hitting Movement

  • Slick Counterpuncher

  • Long-Range Sniper

  • In-Fighter

Editable through:

  • stance presets

  • defensive animations

  • footwork patterns

  • punching rhythm templates

  • signature pivots

  • counter packages


21.7 ANIMATION STYLE LAYERING SYSTEM

Animations are modular.

Players can select:

  • jab animation packages

  • cross variants

  • hook arcs

  • uppercut styles

  • body punch styles

  • defensive animation sets

  • footwork patterns

Example:

  • Tyson hook package + Mayweather shoulder roll + Lomachenko pivots

Each animation set includes:

  • speed

  • recoil

  • torque

  • fluidity

  • recovery time

The system ensures:

  • no unnatural combinations

  • fatigue adaptation

  • AI interpretation


21.8 SIGNATURE MOVES EDITOR

Players can assign:

  • signature counters

  • signature pressure sequences

  • signature defensive maneuvers

  • signature feints

  • signature power punches

Examples:

  • Canelo slip-left hook counter

  • Lomachenko pivot-uppercut

  • Tyson duck-hook

  • Pacquiao angle-step cross


21.9 AI PROFILE EDITOR

Every created fighter can have:

  • personality quarks

  • tendency adjustments under pressure

  • panic response curve

  • confidence curve

  • ego stability

  • risk tolerance

  • composure decay

  • style drift when fatigued

This lets players create:

  • disciplined boxers

  • brawlers

  • quitters

  • heart machines

  • surgical snipers

  • reckless wild men


21.10 GEAR CREATION

21.10.1 Gloves

Adjust:

  • color

  • style

  • material

  • laces/velcro

  • logo placement

Cosmetic only unless simulation mode toggled on.

21.10.2 Trunks & Shorts

  • cut

  • pattern

  • waistband material

  • embroidery

21.10.3 Shoes

  • ankle height

  • sole thickness

  • color

  • laces

21.10.4 Walkout Gear

  • robes

  • jackets

  • themed accessories


21.11 BELT CREATOR (SANCTIONING BODIES)

Players design:

  • custom belts

  • plates

  • jewels

  • straps

  • colors

  • patterns

  • federation logos

  • ranking rules

Federations affect:

  • rankings

  • belt disputes

  • political behavior


21.12 REFEREE CREATOR

Referee parameters:

  • strictness

  • foul tolerance

  • clinch break speed

  • warning frequency

  • personality (stern, lenient, dramatic)

  • mobility

  • stance position preferences


21.13 PROMOTER CREATOR

Editable:

  • budget

  • promotional philosophy

  • matchmaking logic

  • preferred weight classes

  • risk tolerance

  • marketing strengths

  • media relationships

Promoters shape Universe Mode politics.


21.14 ARENA CREATOR

Players can build arenas:

  • gym

  • ballroom

  • nightclub

  • small hall

  • regional arena

  • stadium

  • international venue

Editable elements:

  • ring size

  • rope color

  • corner pads

  • lighting

  • crowd type

  • stage setups

  • entrances

  • theme music

Supports:

  • uploaded images

  • custom branding


21.15 UNIVERSE EDITOR (ADVANCED)

Players edit:

  • rankings

  • champions

  • promoters

  • gyms

  • rule sets

  • judges

  • judging criteria

  • rivalries

  • fighter relationships

  • historical eras

  • injury rates

  • weight class structure

Universe Editor = full control.


21.16 SHARING & DOWNLOAD HUB

Players can:

  • upload creations

  • download others’ creations

  • rate content

  • follow creators

  • curate lists

  • host online universe packs

Moderation tools ensure safety.


21.17 IMPORT/EXPORT SYSTEM

Supports:

  • exporting fighters to friends

  • universe packages

  • promoters/titles

  • arenas

  • entire career templates

  • full historical eras


21.18 MOD SUPPORT (PC)

Optional but recommended:

  • open data files

  • animation pack modding

  • community arenas

  • texture packs

  • expanded Universe simulations

  • advanced editor scripting


SECTION 22 — COMMENTARY, AUDIO, CROWD, ATMOSPHERE & SOUND DESIGN SYSTEM

Complete Audio Blueprint: Commentary Engine, Crowd AI, Arena Chants, Punch SFX, Ring Acoustics, and Reactive Voice Logic

This system transforms the boxing match into a broadcast-level experience with dynamic commentary, intelligent crowd reactions, authentic punch/audio physics, and an evolving atmosphere based on momentum and drama.


22.1 AUDIO PHILOSOPHY

22.1.1 Authenticity Above All

Sound sells the realism:

  • punch impact

  • rope creaks

  • referee voice

  • corner advice

  • glove muffling

  • crowd escalation

Everything must mirror a real boxing broadcast.


22.1.2 Dynamic & Reactive

Audio reacts to:

  • knockdowns

  • momentum shifts

  • fatigue

  • rivalry heat

  • upset potential

  • footwork exchanges

  • pressure vs outboxing


22.1.3 Layered Presentation

Audio layers stack dynamically:

  1. Base Layer – ambient sounds

  2. Crowd Layer – reactions, chants, boos

  3. Ring Layer – punches, ropes, corner audio

  4. Commentary Layer – primary and secondary commentators

  5. Special Layer – drama spikes, knockdowns, finishes


22.2 COMMENTARY SYSTEM

Commentary is a full simulation-aware audio system.

22.2.1 Commentary Team Options

Multiple broadcast teams, e.g.:

  • Traditional American commentary

  • British commentary

  • Spanish-language commentary

  • Neutral international commentary

Each includes:

  • Play-by-play announcer

  • Color commentator

  • Third analyst for major fights


22.2.2 Commentary Engine AI

Commentary logic pulls data from:

  • punch stats

  • fighter tendencies

  • prior rivalry encounters

  • pre-fight narratives

  • round momentum shifts

  • corner advice

  • fatigue level

  • punch accuracy

  • replay triggers

  • defensive sequences

22.2.3 Commentary Event Types

A. Pre-Fight

  • tale of the tape

  • stylistic matchup analysis

  • rivalry history

  • career trajectory

B. Round Commentary

  • live reactions

  • analysis of tendencies

  • breakdown of fight story

  • real-time adjustments commentary

C. Critical Moments

  • knockdowns

  • wobble states

  • dominant rounds

  • unexpected momentum shifts

D. Replays

Custom commentary lines for:

  • replay angle

  • punch type

  • KO reactions

E. Post-Fight

  • score debates

  • decision breakdowns

  • post-fight interviews


22.3 CROWD AI SYSTEM

Crowd AI is fully simulation-driven.

22.3.1 Crowd Types

Arenas vary by:

  • region

  • culture

  • venue size

  • fan loyalty

22.3.2 Crowd Behavior Variables

Crowd reacts to:

  • pressure fighting

  • clean counters

  • bodywork

  • knockdowns

  • clinch frequency

  • dirty tactics

  • underdog performing well

  • popular hometown fighter winning

22.3.3 Crowd Mood States

  • neutral

  • excited

  • hostile

  • anxious

  • explosive

  • shocked

  • bored

Transitions based on:

  • action level

  • drama

  • rivalry

  • historic fighters


22.4 CROWD CHANTS & VOCALIZATION

22.4.1 Chant Triggers

Chants occur when:

  • hometown fighter surges

  • comeback starts

  • rivalry intensifies

  • KO feels imminent

  • crowd momentum spikes

22.4.2 Chant Types

  • hometown chants

  • stadium claps

  • rhythmic claps

  • national pride chants

  • booing swarms

  • pop chants

  • fighter-specific chants

22.4.3 Chant Intensity Curve

Chants evolve through 5 levels:

  1. low

  2. mid

  3. high

  4. surge

  5. peak

Intensity changes based on:

  • action level

  • fighter momentum

  • previous event context


22.5 ARENA ATMOSPHERE

22.5.1 Acoustic Simulation

Each arena has:

  • reverberation profile

  • echo characteristics

  • microphone capture simulation

  • sound dampening

Examples:

  • small hall = tight echo + loud crowd bleed

  • large arena = wide reverb + layered chants

  • gym = extremely tight acoustics


22.6 RING SOUND EFFECTS

Punch sounds must be:

  • varied

  • weight-appropriate

  • location-based

  • muffled when blocked

  • sharper when clean

  • louder for heavyweights

  • crisp for welterweights

22.6.1 Punch Impact Library

Includes:

  • glove-to-face

  • glove-to-guard

  • glove-to-body

  • partial impact

  • glancing blows

  • air swish

22.6.2 Feint & Movement Audio

  • foot slips

  • shoe squeaks

  • canvas friction

  • stance pivots

  • weight shifts


22.7 REFEREE, CORNER & RING VOICES

22.7.1 Referee Voice

Referee audio includes:

  • warnings

  • clinch breaks

  • knockdown counts

  • stoppages

  • accidental foul calls

Regional accents are available.


22.7.2 Corner Audio System

Corner advice is:

  • contextual

  • trainer-specific

  • round-specific

Corner cues include:

  • “Work the body!”

  • “He’s slowing down!”

  • “Keep your hands up!”

  • “Pivot off the ropes!”

Corner advice affects fighter tendencies slightly.


22.7.3 Fighter Voice Lines

Non-cheesy, realistic:

  • breathing

  • grunts

  • exhausted breathing

  • pain reactions

No arcade-style yelling.


22.8 AUDIO REACTIVE SYSTEMS

22.8.1 Momentum-Based Audio

When a fighter surges:

  • crowd rises

  • commentary intensifies

  • music cue swells subtly

22.8.2 KO Audio Spike

When KO punch lands:

  • environment dips

  • punch sound spikes

  • commentary goes dramatic

  • crowd explodes


22.9 SPECIALTY AUDIO FOR CAREER & UNIVERSE

22.9.1 Rivalry Audio

Commentary references:

  • past fights

  • trash talk

  • betrayals

  • controversial scorecards

Crowd reacts more aggressively.


22.9.2 Historical Mode Audio

Authentic to era:

  • commentary filter

  • crowd behavior

  • punch audio

  • referee accents

  • corner tones


22.9.3 Championship Audio Package

  • special intros

  • belt presentation music

  • additional commentator hype

  • championship chants


22.10 ACCESSIBILITY & AUDIO OPTIONS

Players may adjust:

  • commentary volume

  • crowd volume

  • punch impact intensity

  • announcer language

  • audio filter types

  • accessibility cues for knockdowns

  • simplified cues for visually impaired players


SECTION 23 — FILE STRUCTURE, SAVE DATA, DATABASE ARCHITECTURE & CONTENT PIPELINE

Full Developer-Level Blueprint for Data Architecture, File Formats, Content Management, and Pipeline Tools

This section describes how the game’s:

  • fighters

  • attributes

  • tendencies

  • animations

  • universes

  • created content

  • career progress

  • AI logic

  • matchmaking data

…are stored, referenced, updated, and expanded over years of live development.

This system must support:

  • extremely large datasets

  • thousands of Universe fighters

  • dozens of weight classes

  • multiple licensed rosters

  • creation suite outputs

  • cross-platform compatibility

  • long-term live updates


23.1 CORE DATA ARCHITECTURE

The game uses a multi-layered data structure:

  1. Static Data Layer (shipped with the game)

  2. Dynamic Data Layer (player-generated content)

  3. Live Data Layer (server-driven updates)

  4. Simulation Data Layer (Universe Mode logic)

  5. Session Data Layer (temporary data in fights)


23.2 STATIC DATA LAYER (SHIPPED WITH GAME)

Static data includes:

  • base roster fighters

  • base animations

  • default tendencies

  • default styles

  • base arenas

  • default referees

  • licensed promoters

  • commentary files

  • punch frame data

  • physics values

  • UI theme files

Stored in:

  • .BIN optimized binary packs (fast load)

  • JSON readable templates for tools

  • compressed animation bundles


23.3 DYNAMIC DATA LAYER (USER-CREATED CONTENT)

All creations — fighters, arenas, referees, belts, promoters, Universe templates — saved as:

.TBX (Title Bout eXtended)
A multi-object format containing:

  • fighter metadata

  • attribute & tendency tables

  • animation style references

  • cosmetic gear IDs

  • AI behavior scripts

  • creation suite thumbnails

All .TBX files are:

  • shareable

  • exportable

  • platform-agnostic

  • small and fast to load


23.4 LIVE DATA LAYER (ONLINE & PATCH CONTENT)

Live data supports:

  • roster updates

  • balance patches

  • new fighters

  • new tendencies

  • event cards

  • Universe storyline injections

  • seasonal content data

Format:

  • LDAT (Live Data Table)

  • auto-downloaded via server

  • does NOT overwrite local creations

  • can be merged with Universe Mode


23.5 SIMULATION DATA LAYER (UNIVERSE MODE)

Universe Mode requires massive data structures:

  • 10,000+ generated fighters

  • decades of simulated careers

  • federation activity

  • rankings

  • promoter politics

  • rivalry networks

  • injury history

  • fight history

Stored in:

  • Universe Database File (.UNV)

The .UNV includes:

  • primary entity tables

  • child tables

  • archival tables

  • relational graph links


23.6 SESSION DATA LAYER (IN-FIGHT ENGINE)

Temporary data only for one fight session:

  • stamina

  • damage zones

  • hit reaction logs

  • punch accuracy

  • AI read patterns

  • crowd states

  • referee calls

  • round data

Always reset after returning to menu, unless stored as stats.


23.7 FIGHTER DATABASE STRUCTURE

Each fighter has a deeply structured database entry:

23.7.1 Identity Table

  • name

  • nickname

  • nationality

  • stance

  • age

  • height

  • reach

  • walk-around weight

  • fight-night weight

23.7.2 Physical Table

  • musculature

  • arm length ratios

  • head size

  • torso proportions

23.7.3 Attribute Table (100 Attributes)

Divided into:

  • punch attributes

  • defensive attributes

  • movement attributes

  • toughness

  • ring IQ

  • stamina layers

  • psychological attributes

23.7.4 Tendencies Table

  • offensive

  • defensive

  • psychological

  • engagement

  • fatigue behavior

23.7.5 Style Package References

Pointers to:

  • jab animation set

  • hook package

  • uppercut package

  • movement package

  • defensive package

  • special counters

23.7.6 AI Brain Profile

  • decision tree weights

  • counter windows

  • risk assessment curve

  • panic response triggers

  • ego/composure values

23.7.7 Career & History

  • fight history

  • KO wins/losses

  • rivalries

  • injuries

  • aging curve

  • promoter history

  • championship lineage


23.8 RELATIONAL DATA MODEL

The fighter database references:

Referee Table

  • referee logic preset

  • foul tolerance

  • speed of movement

Promoter Table

  • matchmaking philosophy

  • budget

  • risk tolerance

Sanctioning Body Table

  • belts

  • rules

  • mandatory challengers

Arena Table

  • acoustics

  • crowd behavior

Everything is relational.


23.9 SAVE SYSTEM ARCHITECTURE

Save architecture must be:

  • secure

  • fast

  • platform-independent

  • user-friendly

  • encrypted where needed

  • future-proof

23.9.1 Save Types

  1. Profile Saves (.PRF)

  • player settings

  • control schemes

  • accessibility options

  1. Career Saves (.CAR)

  • boxer stats

  • progression

  • contracts

  • rivalries

  • gym progress

  1. Universe Saves (.UNV)

  • world simulation

  • rankings

  • champions

  • AI fighter states

  1. Creation Saves (.TBX)

  • fighters

  • arenas

  • belts

  • referees

  • promoters

  1. Replay Saves (.REP)

  • raw data events

  • not video, but event-based

  • can replay with any camera


23.10 CROSS-PLATFORM DATA HANDLING

Cross-play requires:

  • universal identifiers

  • universal attribute tables

  • cosmetic-only differences

Creations must:

  • look identical

  • simulate identically

  • load identically


23.11 CONTENT PIPELINE WORKFLOW (DEVELOPMENT)

2K/Visual Concepts–style pipeline:

23.11.1 Phase 1 — Data Authoring

Designers enter fighter data via:

  • attribute editor tools

  • tendency sheet editor

  • AI behavior editor

  • animation mapping UI

23.11.2 Phase 2 — Data Validation

Automated tools check for:

  • invalid attribute combinations

  • broken animation references

  • impossible height/weight ratios

  • tendency conflicts

23.11.3 Phase 3 — Content Bundling

Tools package content into:

  • .BIN

  • .ANIM

  • .LDAT

  • .TBX

23.11.4 Phase 4 — Distribution

Content deployed through:

  • patches

  • seasonal downloads

  • live data sync

  • marketplace updates


23.12 TOOLS FOR QA & DESIGN

23.12.1 Fighter Analyzer

Displays:

  • attribute graph

  • style compatibility

  • AI decision tree

  • stamina projections

23.12.2 Universe Debugger

Allows:

  • advancing simulation

  • forcing fights

  • editing rivalries

  • manipulating rankings

23.12.3 Animation Validator

Checks:

  • punch arcs

  • frame timings

  • transition clarity

23.12.4 AI Profiler

Breaks down:

  • decision frequency

  • counter attempts

  • defensive habits


SECTION 24 — TESTING, BALANCING, QA, SIMULATION VALIDATION & DEVELOPER WORKFLOWS

Complete QA Pipelines, Simulation Tools, Attribute Calibration, AI Behavior Tuning & Production Workflows

This section defines how the game is tested, validated, balanced, simulated, and maintained over years.
A boxing simulation needs:

  • accurate fight outcomes

  • balanced attributes

  • predictable AI logic

  • consistent physics

  • match variance without randomness

  • fatigue realism

  • style vs style credibility

This requires a robust testing ecosystem.


24.1 CORE BALANCING PHILOSOPHY

24.1.1 Authenticity Over Arbitrary Balance

Adjustments must reflect:

  • real boxing logic

  • biomechanics

  • realistic punch power

  • defensive windows

  • stamina decay

NOT artificial nerfs for “fun.”

24.1.2 Style Viability

Every real boxing style must be viable:

  • pressure

  • outboxer

  • counterpuncher

  • peek-a-boo

  • boxer-puncher

  • slickster

  • volume puncher

  • southpaw technician

  • swarmer

  • aggressive grinder

  • long-range sniper

24.1.3 No Homogenization

Styles must remain distinct.
Balance ≠ making everything equal.
Balance = making everything realistic.


24.2 AI TESTING & VALIDATION

24.2.1 AI Fight Simulations

Automated AI vs AI simulations:

  • tens of thousands of fights

  • across all weight classes

  • all styles and tendencies

  • high variance sample size

Tools generate:

  • win/loss ratios

  • punch accuracy distributions

  • style matchup statistics

  • stamina usage patterns

  • scorecard consistency

  • fatigue curve behavior

  • injury rates


24.2.2 AI Debug Overlay

During dev:

  • shows AI decision weights

  • counter windows

  • parry attempts

  • slip calculations

  • feint detection

  • stamina budgeting

  • ring-cutting logic

Designers evaluate:

  • hesitation

  • over-aggression

  • repetitive behavior

  • unrealistic tendencies


24.2.3 Sparring Mode QA

Internal testers:

  • observe defensive habits

  • check punch selection variety

  • validate pivot logic

  • test corner behavior

  • evaluate clinch usage

  • ensure ring generalship


24.3 ATTRIBUTE CALIBRATION

24.3.1 Attribute Weight Distribution

Attributes influence:

  • punch physics

  • footwork

  • defensive reactions

  • damage

  • AI choices

  • stamina decay

Calibration ensures:

  • no attribute is overpowered

  • combinations produce realistic fighters

  • heavyweights feel like heavyweights

  • flyweights have proportional speed


24.3.2 Attribute Growth Validation (Career)

Simulated careers test:

  • natural progression curves

  • peak age windows

  • late-career decline

  • injury frequency

  • overtraining effects

  • psychological evolution

Output must match:

  • human boxing trajectories

  • known aging patterns

  • style-based longevity differences


24.4 COMBAT SYSTEM VALIDATION

24.4.1 Punch Physics Testing

Tools test:

  • punch power curves per range

  • glancing blow detection

  • collision accuracy

  • torque simulation

  • step-in momentum

Every punch tested against:

  • blocking

  • slipping

  • rolling

  • parrying

  • pivot counters


24.4.2 Defensive System Validation

QA ensures:

  • slips avoid punches naturally

  • parries deflect correctly

  • rolls flow into counters

  • shoulder roll windows are fair

  • pivot escapes are viable

  • blocks degrade over time properly


24.4.3 Knockdown/KO Testing

KO validation includes:

  • chin resistance curve

  • balance collapse

  • neurological shock simulation

  • flash KO probability

  • delayed KO behavior

  • rare outcomes validation

Rare outcomes must occur:

  • but never feel random


24.5 ANIMATION & FOOTWORK QA

24.5.1 Motion Matching Validation

Ensure:

  • smooth transitions

  • no sliding

  • no teleporting

  • consistent foot planting

  • realistic body sway

24.5.2 Angle Visual Testing

Test:

  • side angle punches

  • rotating exchanges

  • pivot frequencies

  • blind spot logic


24.6 SCORING & JUDGING VALIDATION

Judging simulation must be:

  • consistent

  • realistic

  • regionally accurate

  • personality-influenced

QA verifies:

  • close rounds

  • robbery prevention

  • defensively dominant fighters scoring properly

  • high-volume fighters not over-scoring unrealistically


24.7 UNIVERSE MODE TESTING

24.7.1 Mass Simulation Runs

Millions of simulated outcomes track:

  • championship lineage integrity

  • upset probabilities

  • aging curves

  • rivalry formations

  • promoter behavior realism

24.7.2 Economy Simulation

Validates:

  • purse escalation

  • sponsorship distribution

  • promoter influence

  • market saturation


24.8 ONLINE QA & NETCODE VALIDATION

24.8.1 Rollback Testing

Simulation:

  • high latency

  • packet loss

  • jitter

  • prediction variability

  • rollback frame frequency

24.8.2 Anti-Cheat QA

Detects:

  • tampered attributes

  • modified punch speeds

  • external input timing hacks

  • manipulated stamina


24.9 COMMUNITY VALIDATION & TELEMETRY

24.9.1 Opt-In Data Collection

Collects:

  • punch accuracy

  • stamina decay patterns

  • most common styles

  • win/loss rates by attribute sets

  • tendency clusters

Used to detect:

  • meta shifts

  • exploitative patterns

  • imbalances

24.9.2 Creator Content Validation

Identify:

  • overpowered created fighters

  • unrealistic Universe modifications

  • custom tendencies breaking simulation

Non-ranked modes allow freedom, but ranked uses attribute caps.


24.10 DEVELOPER WORKFLOW PIPELINES

24.10.1 Daily Playtest Sessions

Team fights each other:

  • test new builds

  • detect discrepancies

  • compare dev and AI tactics

  • validate fun + realism


24.10.2 Weekly Balancing Reviews

Leads from:

  • gameplay

  • AI

  • animation

  • physics

  • presentation

…review:

  • telemetry

  • community feedback

  • QA data

  • sim outcomes


24.10.3 Monthly Simulation Integrity Tests

Universe Mode is stress-tested:

  • 100-year simulations

  • massive rosters

  • extreme conditions

If absurd outcomes appear, logic is adjusted.


24.11 PATCHING & LIVE BALANCE MANAGEMENT

24.11.1 Hotfix Strategy

Fixes for:

  • broken AI behavior

  • punch/frame issues

  • scoring bugs

  • exploit detection

  • rollback anomalies

24.11.2 Seasonal Balance Passes

Touch:

  • stamina economy

  • counter windows

  • KO probability curves

  • style viability

  • meta-based AI adjustments

All changes reviewed by:

  • designers

  • boxers

  • combat advisors


24.12 CERTIFICATION REQUIREMENTS

Each build must pass:

  • Sony TRC

  • Xbox XR

  • Steam integration checks

  • performance hards

  • save validation

  • online security protocols


SECTION 25 — MARKETING, PACKAGING, LICENSING, ESPORTS, POST-LAUNCH SUPPORT & FRANCHISE EXPANSION

Complete Commercial Strategy for Launch, Community Growth, Brand Partnerships, Yearly Content Cycles, and Long-Term Franchise Roadmap

This section provides the full, internal-facing strategic plan for:

  • global marketing

  • trailer & reveal strategy

  • roster visibility

  • licensing with fighters, promoters & sanctioning bodies

  • esports infrastructure

  • seasonal content

  • DLC & expansion models

  • future franchise roadmap

This plan must match the scale, discipline, and execution quality of NBA 2K, WWE 2K, and Fight Night’s strongest years — while targeting a boxing audience hungry for a real simulation.


25.1 BRAND & MARKET POSITIONING

25.1.1 Core Message

“The first ever true boxing simulation built with world-class technology and the full power of 2K/Visual Concepts.”

25.1.2 Market Identity

The game positions itself as:

  • the definitive boxing simulation

  • a spiritual successor to Fight Night Champion

  • the modern evolution of Title Bout Championship Boxing

  • a competitive online experience

  • a historical playground for boxing enthusiasts

This targets:

  • hardcore boxing fans

  • combat sports gamers

  • simulation enthusiasts

  • Universe/GM mode players

  • esports competitors

  • creators & modders


25.2 PACKAGING & EDITIONS

25.2.1 Standard Edition

Includes:

  • base roster

  • core modes

  • Universe Mode

  • Creation Suite

  • Career Mode

25.2.2 Deluxe Edition

Includes:

  • early access

  • two extra arenas

  • four legendary fighters

  • cosmetic gear packs

  • MyBoxer XP boosts (non-attribute, cosmetic progression only)

25.2.3 Champion Edition

Includes:

  • all Deluxe content

  • career story expansion (Year 1 DLC)

  • historical era pack

  • premium creation tools themes

  • exclusive referee & promoter presets

  • commentary pack variants


25.3 LICENSING STRATEGY

25.3.1 Fighter Licensing

Licensing approach includes:

  • high-profile champions

  • rising prospects

  • retired legends

  • international stars

  • historic icons (with estate agreements)

Licensing Criteria:

  • wide stylistic variety

  • weight class diversity

  • global representation

  • iconic matchups

25.3.2 Promoters, Trainers, Channels

Licenses for:

  • promoters

  • famous gyms

  • legendary trainers

  • commentators

  • broadcasters (if acquired)

25.3.3 Equipment & Apparel Brands

Includes:

  • glove brands

  • shoe brands

  • apparel companies

  • athletic performance sponsors

(Optional depending on budget.)


25.4 GLOBAL MARKETING PLAN

25.4.1 Reveal Timeline

Phase 1: Tease

  • 15-second teaser

  • silhouettes of legends

  • tagline: “Boxing returns.”

Phase 2: Official Reveal Trailer

Show:

  • footwork

  • punch physics

  • replays

  • commentary

  • cinematic knockouts

  • legends vs modern fighters

Phase 3: Gameplay Deep Dive

A 10–15 minute showcase:

  • sparring

  • defensive mechanics

  • style vs style footage

  • ring generalship footage

  • slow-motion breakdowns

Phase 4: Career & Universe Showcase

Highlight:

  • gyms

  • promoters

  • rankings

  • contract negotiations

  • aging system

  • rivalry logic

Phase 5: Online Trailer

Show:

  • rollback netcode

  • matchmaking

  • leagues

  • esports structure


25.5 SOCIAL MEDIA & INFLUENCER STRATEGY

25.5.1 Influencer Types

  • boxing historians

  • creators specializing in combat sports

  • simulation gamer channels

  • Universe Mode streamers

  • esports competitors

25.5.2 Content Incentives

Give early access to:

  • popular Twitch streamers

  • boxing analysts

  • combat sports journalists

Push:

  • community Universe leagues

  • career challenges

  • historic recreations


25.6 COMMUNITY PORTALS & MOD SUPPORT

25.6.1 Community Hub

Includes:

  • forums

  • Universe sharing

  • custom fighters

  • arena packs

  • promoter packs

  • logos & belt templates

25.6.2 Modding (PC)

Allows:

  • texture mods

  • arena mods

  • soundtrack mods

  • advanced Universe extensions

  • community eras

  • AI tune packs

This massively extends lifespan.


25.7 TOURNAMENTS & ESPORTS

25.7.1 Esports Philosophy

“Boxing esports must reflect the real sport: skill, timing, ring IQ.”

25.7.2 2K Esports Integration

Features:

  • seasonal ranked leagues

  • annual championship tournament

  • regional qualifiers

  • gym-vs-gym team leagues

  • exhibition supercards

25.7.3 Spectator Tools

  • free-cam

  • broadcast overlays

  • commentary tools

  • highlight clips

  • replay editor


25.8 POST-LAUNCH LIVE SUPPORT

25.8.1 Seasonal Update Structure

Each season includes:

  • new fighters

  • new rivalries

  • balance updates

  • signature animations

  • storylines for Universe Mode

  • gear & cosmetic releases

  • arena variants

  • commentary expansions


25.8.2 DLCs & Expansions

Examples:

  • Year 1 Story Expansion: “Rise of a Champion”

  • Historical Pack: 1960s–1980s legends

  • Women’s Division Expansion: full weight classes

  • Kickboxing/Hybrid Crossover Expansion (optional)

  • Promoter War Campaign

  • International Arena Pack


25.9 MULTI-YEAR FRANCHISE GROWTH PLAN

Year 1

  • strong launch

  • monthly patches

  • first story expansion

  • first seasonal cycle

Year 2

  • massive Universe Mode overhaul

  • historic fighters season

  • improved creation suite

  • new fight styles

  • expanded animations

Year 3

  • new engine upgrades

  • major online league features

  • amateur boxing integration

  • Olympic-style tournaments (fictionalized)

Year 4

  • begin next-generation foundation

  • graphical overhaul

  • new commentary teams

  • expanded simulation AI

Year 5

  • second full installment OR

  • massive expansion of Universe simulation

  • generational leap in animation fidelity


25.10 SUCCESS METRICS (KPI)

Measured by:

  • active daily users

  • online league participation

  • Universe Mode hour count

  • career completions

  • season pass retention

  • creation uploads

  • mod downloads

  • esports participation


25.11 FUTURE EXPANDING PATHS

25.11.1 Spin-Off Titles

  • mobile Universe simulator

  • VR boxing experience

  • manager-only sim game

25.11.2 Cross-Media

  • documentaries

  • behind-the-scenes fighter features

  • interactive boxing history archive

25.11.3 Franchise Longevity

Position franchise as:

  • yearly or bi-yearly release

  • supported by long-term live service

  • the definitive boxing platform




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