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:
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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
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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
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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:
-
True Boxer Intelligence — dynamic tendencies, style matching, adjustment logic
-
Hybrid Control-Simulation Engine — player-controlled action with actual TBCB statistical depth
-
Historical and Modern Boxer Database — accurate, curated, research-driven
-
AAA Career Mode — gyms, contracts, promoters, scouting, tape study
-
AAA Franchise Universe Mode — like MyLEAGUE but for boxing
-
2K-Quality Presentation — commentary, broadcast, cinematics
-
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:
-
Real-time player input
-
Motion-matching animation
-
Physics-based punch impacts
-
Tendency and AI logic
-
Damage, stamina, and morale simulation
-
Ring IQ and positional decision making
-
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.”
-
The Scientist — cerebral, patient, analytical
-
The Assassin — sniper, power-first
-
The Maestro — rhythm controller
-
The General — ring commander
-
The Berserker — chaotic, pressure-heavy
-
The Wall — defense-first brick
-
The Dog — grit and pressure
-
The Trickster — feints and awkward angles
-
The Counter Machine — reactive genius
-
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
-
Precision — player intent must translate accurately.
-
Authenticity — movements must reflect real boxing technique.
-
Depth — mastery takes time, rhythm, and strategy.
-
Fluidity — animation blending and footwork tie seamlessly to inputs.
-
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:
-
Layer 1: Damage Model
-
Hit zones
-
Bone & organ vulnerability
-
Cumulative trauma
-
-
Layer 2: Health & Capacity Model
-
Chin health
-
Body health
-
Neurological durability
-
Recovery between rounds
-
-
Layer 3: Fatigue & Stamina Systems
-
Short-term stamina
-
Round stamina
-
Fight stamina
-
Career fatigue accumulation
-
-
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:
-
Motion-Matching Movement System
-
Punch Motion Trees & Arc Morphing
-
Defensive Behavior Animation Set
-
Clinch Entanglement Animation System
-
Damage & Reaction Animation Engine
-
KO & Knockdown Cinematic Layer
-
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:
-
Defense
-
Counter
-
Punch
-
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
-
Authenticity
Everything must be real—no arcade exaggerations. -
Dynamic Responsiveness
Audio must adjust based on fight intensity, damage, stamina, and momentum. -
Human Emotion
Boxing is emotional. Voices, crowd, and commentary must convey tension, courage, fear, and triumph. -
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
-
Conditioning Phase
-
Technical Phase
-
Strategy/Sparring Phase
-
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:
-
Ring IQ Layer
-
Tendency & Personality System
-
Real-Time Combat Decision Tree
-
Distance & Range Management System
-
Adaptive Pattern Recognition Engine
-
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:
-
Animation-Driven Movement — for controlled technique
-
Physics-Driven Layers — for reactions, collisions, knockdowns
-
Ragdoll Assist — only during loss-of-consciousness moments
-
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
-
Initial collapse animation
-
Ragdoll takeover
-
Procedural settling
-
Camera focus shift
-
Crowd + commentary reaction
-
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:
-
Animation-Driven Movement — for controlled technique
-
Physics-Driven Layers — for reactions, collisions, knockdowns
-
Ragdoll Assist — only during loss-of-consciousness moments
-
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
-
Initial collapse animation
-
Ragdoll takeover
-
Procedural settling
-
Camera focus shift
-
Crowd + commentary reaction
-
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
-
Authenticity = Priority
Presentation must replicate Showtime/DAZN/HBO/ESPN boxing broadcasts. -
Cinematic Without Interference
Cinematic moments enhance immersion but never disrupt gameplay flow. -
Adaptive Drama System
Major moments trigger special camera angles and sound design cues. -
Clarity Over Gimmicks
The view should clearly communicate range, distance, and angles. -
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
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Immersive
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Used for career/story fights
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Dynamic FOV based on damage/stuns
18.2.2 Dynamic Camera Behaviors
Distance-Based Zoom
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zooms in if fighters are close
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zooms out during movement battles
Aggression Tracking
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camera adjusts to follow pressure fighter
-
re-centers when opponent pivots
Angle Compensation
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prevents obstructed views
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adjusts pitch to keep punches readable
Damage-Based Effects
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slight blur when rocked
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shake only during major impacts
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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:
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clean counter
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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:
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walkouts
-
intros
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between-rounds
-
knockdowns
-
KO finishes
-
post-fight scenes
18.4.1 Walkout Cinematics
Cameras capture:
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entourage
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lighting rigs
-
crowd reactions
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robes & banner movements
Each walkout can be:
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neutral
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hostile (crowd booing)
-
celebratory
18.4.2 Tale of the Tape
Broadcast-quality:
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split-screen
-
stats comparison
-
commentator VO integration
-
sponsor overlays
18.4.3 Pre-Fight Intros
Includes:
-
ring announcer introduction
-
boxer national flags
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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:
-
Impact camera
-
Fall camera
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Referee stepping in
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Fighter on canvas
-
Close-up on downed fighter breathing or blinking
-
Count visualization overlay
18.6.2 KO Presentation
Multi-layer presentation:
-
slow-motion impact
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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
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confetti
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crowd chants
-
broadcast zoom-ins
18.7.3 Rivalry Endings
Unique animations:
-
handshake
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staredown
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trash talk
-
refusal to engage
18.8 BROADCAST PACKAGE
18.8.1 On-Screen Graphics
Includes:
-
lower thirds
-
punch stats
-
fighter records
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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:
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major punch lands
-
fighter showboats
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rivalry heats up
Cameras cut to:
-
shocked faces
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crowd chanting
-
waving flags
-
celebrities ringside
18.10 ENVIRONMENTAL PRESENTATION
18.10.1 Lighting Transitions
Spotlights adjust subtly:
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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:
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if a fighter is badly hurt, cameras angle lower and closer
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in championship rounds, camera becomes more dramatic
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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
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