B↗BOMBAY,
METER DOWN

DEVELOPMENT PLAN / YEAR ONE

BUILD THE CITY.
BRING IT TO LIFE.

From the first greybox street to the first daily ride. A 12-month production pipeline for a stylised 3D Bombay, expressive AI passengers and a game people return to every day.

12 MONTHSDevelopment through controlled launch
₹50 LAKHTotal planned envelope · ₹50,00,000
3D BOMBAYA curated, connected slice of the city
6 STAGESOverlapping workstreams, clear review gates

01 / SET THE DESTINATION

A city with character.
A scope we can deliver.

Year one targets a polished, replayable first release. The city grows from a reusable art and road system, with depth concentrated along the routes players actually drive.

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Stylised 3D, built by hand

Proposed art direction: warm, low-poly forms, hand-painted textures, soft lighting and cinematic monsoon colour. Recognisable Bombay silhouettes, lively street details and expressive passengers; an art bible locks the visual language before production scales.

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A mapped Bombay slice

Map and reference research informs a compressed, playable South Bombay network: Colaba, Fort and Marine Drive as the initial route clusters. Plan for 3–5 curated trips, modular streets and selected landmark exteriors, sized through prototype testing.

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One complete daily loop

A single-player taxi experience with assisted driving, 6–8 original passenger personas, text-first AI dialogue, a curated daily brief, fair tip scoring, a public leaderboard and quote-card export. A desktop-first release keeps the first build focused.

Planning boundary: this budget covers a recognisable, selectively mapped Bombay—not a street-for-street recreation of the entire metropolis. Full-city expansion, mobile/console ports and licensed celebrity voice episodes follow after the core release. Voice interaction is a stretch milestone, dependent on cost and performance.

02 / THE 12-MONTH BUILD

One year.
Six production stages.

Months are relative to project kickoff. Parallel work keeps the plan within one year; stage durations should not be added together. Each gate determines whether the next scope commitment is ready.

Foundation & productionAI & contentValidation & release
Relative production months · highlighted cells indicate active work
WORKSTREAM / DURATIONM1M2M3M4M5M6M7M8M9M10M11M12
01 · Pre-production2 months · M1–M2DEFINE—
02 · Playable vertical slice2 months · M3–M4—PROVE—
03 · World & game production4 months · M5–M8—BUILD THE CITY—
04 · AI & daily systems scale-up3 months · M7–M9—CONNECT THE LOOP—
05 · Alpha, beta & polish2 months · M10–M11—TEST—
06 · Controlled launch1 month · M12—SHIP

AI feasibility and cost tests begin in the vertical slice. Stage 04 expands proven systems. Playtesting happens throughout; the dedicated validation stage hardens the full experience.

01Pre-production & art direction2 MONTHS · M1–M2
  • Define the game design, daily session, audience and desktop performance target.
  • Research Bombay roads, landmarks, signage and sound; establish usable map/reference sources.
  • Create the art bible, taxi and passenger concepts, and a representative 3D street test.
  • Choose the engine through driving, AI connectivity and rendering experiments; lock the route and asset list.

EXIT GATE / APPROVED BLUEPRINTSigned-off art direction, costed scope, technical plan and testable success criteria.

02Playable vertical slice2 MONTHS · M3–M4
  • Build one representative route, one taxi and one passenger from pickup to drop-off.
  • Integrate assisted driving, camera, boarding and the first AI conversation.
  • Prototype a source-grounded news brief, tip evaluation and a shareable quote.
  • Test with an initial player group; measure conversation quality, latency and cost per ride.

EXIT GATE / THE RIDE WORKSA complete 8–12 minute ride demonstrates the look, the feeling and an affordable AI loop before scaling.

033D Bombay & core game production4 MONTHS · M5–M8
  • Turn the approved map layout into connected driveable route clusters.
  • Produce modular buildings, roads, props, landmark exteriors, materials and lighting.
  • Add traffic, simplified pedestrians, passenger animation and environmental audio.
  • Build trip progression, interfaces, onboarding, save states and performance budgets.

EXIT GATE / CONTENT-COMPLETE ALPHA WORLDAll planned routes are driveable; the city kit is reusable and the target hardware can sustain the agreed frame budget.

04AI passengers & daily service3 MONTHS · M7–M9
  • Develop 6–8 original personas with distinct backgrounds, concerns and consistent behaviour.
  • Build the daily editorial workflow: source, brief, review, publish and archive.
  • Calibrate consensus and tip scoring; implement daily attempts, leaderboard validation and quote-card export.
  • Add content controls, reporting, usage limits and fallback rides for service failures.

EXIT GATE / THE DAILY LOOP IS CONNECTEDA curated brief can reach players end to end, with measured AI cost, tested scoring and a clear operator workflow.

05Alpha, closed beta & polish2 MONTHS · M10–M11
  • Run structured usability, retention and dialogue-quality playtests across repeated daily sessions.
  • Check factual grounding, abusive inputs, scoring exploits and leaderboard integrity.
  • Optimise frame time, loading and memory; test varied desktop hardware, readability and controls.
  • Fix critical issues and prepare store assets, onboarding, privacy flows and support materials.

EXIT GATE / RELEASE CANDIDATENo launch-blocking defects; the agreed performance, safety, reliability and per-ride cost targets are met.

06Controlled launch & stabilisation1 MONTH · M12
  • Release to a capped initial audience and monitor errors, daily completion and return visits.
  • Operate the daily brief pipeline, publish hotfixes and tune cost limits.
  • Track tip distribution, player feedback and the quote-sharing loop.
  • Review evidence for the next chapter: more routes, voice and guest episodes.

EXIT GATE / A STABLE DAILY GAMEA functioning first release, documented operations and a prioritised expansion plan grounded in player behaviour.

03 / HOW THE WORK FLOWS

Two pipelines.
One living city.

The world-production pipeline creates the place. The daily-content pipeline gives players a fresh reason to return. Both meet inside one tested ride.

WORLD PRODUCTION → REUSABLE 3D ASSETS

01 →

Reference & mapping

Research routes, capture the city’s visual identity, check source permissions and block out a playable street network.

02 →

Style & modular kit

Approve shapes, palette, textures and asset budgets. Build reusable road, façade, signage and prop families.

03 →

Assemble & animate

Dress route clusters, place landmarks, tune lighting, animate passengers and integrate traffic and sound.

04 ↻

Profile & playtest

Check navigation, collision, frame time and conversation comfort. Refine each route before content lock.

DAILY CONTENT → A REVIEWED PLAYABLE RIDE

01 →

Source & select

Select a relevant story from reputable reporting. Record attribution and separate established facts from open questions.

02 →

Brief & characterise

Write a balanced brief, choose a passenger lens and define plausible shared ground without prescribing an ideology.

03 →

Review & simulate

Editorial review plus automated dialogue checks for factual drift, harmful outputs, difficulty and scoring consistency.

04 ↻

Publish & observe

Release the daily challenge, monitor cost and reports, retain source context and use feedback to improve the next ride.

04 / RESOURCE PLAN

₹50 lakh.
Every part accounted for.

A proposed allocation for one year, from development to a controlled launch. These are planning ceilings to validate through staffing and supplier quotes.

Work-package allocation · INR · 1 lakh = ₹1,00,000
PRODUCTION AREAALLOCATION
Production, game design & researchScope, scheduling, design documentation, city research and playtest coordination.₹6,00,000
Gameplay & platform engineeringDriving, camera, traffic, interface integration, saves, account and leaderboard systems.₹12,00,000
3D world, characters & technical artMap layout, environment kit, taxi, original passenger models, animation, materials and optimisation.₹11,00,000
AI & daily-content engineeringConversation orchestration, grounding, evaluation, moderation and editorial publishing tools.₹6,00,000
Narrative, UI design & audioPersona writing, interaction design, ambient sound, music and editorial preparation.₹3,00,000
QA, accessibility & player testingExternal testing, compatibility, performance validation and compensated test sessions.₹3,00,000
Tools, hosting & AI usageDevelopment licences, services and capped inference during development, beta and the launch month.₹2,00,000
Launch & operational setupStore assets, release preparation, support setup and launch-month daily editorial operations.₹2,00,000
Contingency reserveApproved overruns, rework and unresolved vendor or tax costs.₹5,00,000
TOTAL PLANNED BUDGET₹50,00,000
M1–M2₹6LDefinition & feasibility
M3–M4₹9LPlayable vertical slice
M5–M8₹17LWorld & systems production
M9–M11₹10LIntegration, testing & polish
M12₹3LLaunch & stabilisation

Indicative spending windows sum to ₹45L across all work packages; the ₹5L reserve is unassigned. This is a timing view of the same budget, not an additional allocation.

05 / THE PEOPLE BEHIND THE RIDE

A focused core.
The right specialists.

Four core roles own the game, with specialist support across art, narrative, interface design, audio and testing.

CORE 01 Producer & game designer

Owns scope, milestones, driving/conversation design, research, team coordination and playtest decisions.

CORE 02 Gameplay / full-stack engineer

Owns driving, camera, traffic, UI integration, saves, accounts and leaderboards. Shares service integration with the AI engineer.

CORE 03 Lead 3D environment & technical artist

Owns the art bible, city layout, modular kit, lighting, asset integration and rendering optimisation. Sets the pipeline for supporting artists.

CORE 04 AI / backend engineer

Owns dialogue orchestration, source grounding, persona behaviour, tip evaluation, usage controls and the daily-content tools.

3D character / prop artist & animator

Produces the taxi, simplified passenger models, reusable rigs, boarding/seated animations and supporting props under the art lead.

Narrative designer / editorial consultant

Writes personas and ride examples; designs the sourcing, review and daily-brief playbook with the producer.

UI / UX designer

Designs onboarding, conversation UI, tip results, leaderboard and share cards; supports usability iteration.

Sound designer / composer

Builds the ambient city soundscape, taxi audio and a small original or appropriately licensed music set.

QA / player-testing support

Tests compatibility, accessibility, AI edge cases and daily-loop reliability. Coordinates structured player-testing sessions.

06 / KEEP THE BUILD ON TRACK

Prove the hard parts early.
Scale what works.

City scope & performance

Validate one art-complete street and one full route before mass asset production. Lock route boundaries; use modular kits and selective landmark detail to keep the 3D workload predictable.

Conversation quality & cost

Test persona consistency, news grounding, tip fairness and AI cost in the vertical slice. Scale the cast only after the same ride works reliably across varied player responses.

Readiness over feature count

Use each exit gate to review quality, spend and remaining scope. Protect driving, dialogue and the daily loop; keep full-city coverage and celebrity voice licensing outside the committed first release.

From a city on a map
to a world worth returning to.

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