Collection: UNDERWOOD: HOLLYWOOD'S DARK MIRROR

UNDERWOOD: HOLLYWOOD'S DARK MIRROR

"I lived in Hollywood from 1998 to 2005. It was probably one of the most formative periods of my life but also one of the most enlightening. It doesn't take a genius to see that Underwood is my metaphor of LA and the way it treats humanity. The city itself is like an afterthought where absolutely no one cares about the general population. It is not unusual to see gorgeous mansions within walking distance of dilapidated tenements. This is the city of angels, warts and all." - James Gardner

Beneath Hollywood's glittering facade lies Underwood—a brutalist metropolis where ancient Roman architecture meets neon-lit modernity, and where the entertainment industry's metaphorical vampirism becomes horrifyingly literal.

THE JOURNEY BEGINS: THE DESCENT

Players enter Underwood through a dramatic fall—tumbling through hidden trapdoors into the vast Lake Underwood below. This disorienting plunge symbolizes how Hollywood hopefuls lose themselves in the industry's promises, stripped of identity before being processed for consumption.

A CITY OF EXTREMES: THE DISTRICTS

THE RED DISTRICT (DUCK SEQUENCE)

The military heart of Underwood, pulsing with combat energy and dominated by the Blood Banquet arena. Here, Chinese vampire artisans craft the ruby-powered Sun Swords that made Crassus invincible.  They will sell them to humans, but it will cost you ALOT of coin or some blood.  Your choice.

GAMEPLAY: Pure tactical combat action as players engage in gladiatorial games, trade for specific weapons, and face off against supernatural creatures. This is high-intensity "Duck" gameplay that satisfies the core gamer's appetite for action.

THE GOLD SECTOR (DUCK SEQUENCE)

Luxury and power concentrate in downtown Underwood. Along "Death Avenue" and "Necreo Drive," elite vampires shop at boutiques offering fashion that literally entrances viewers.

GAMEPLAY: Players undertake "The Ruby Heist" – a strategic challenge to steal from Crassus' crown. Is the perfect moment during his feeding time? While he sleeps? Or something entirely unexpected? Timing, observation, and creative thinking determine success as players dodge Red Roman Guards in this adrenaline-fueled sequence.

THE PINK QUARTER (GOOSE SEQUENCE)

"Picture Weho. The mix of gay bars, strip clubs and adult video stores inspired the Pink Quarter. Krush was inspired by Hugh Heffner's club 'Bliss'... I knew a few playboy bunnies during my time in LA and it always blew my mind how they traded a normal life to live at the mansion. When I asked them who his girlfriend was they'd reply, 'We all are.'" - James Gardner

GAMEPLAY: Players face challenges of strategy and style as they assemble dance costumes to earn coin at Krush. Too much shimmer and vampires go into a feeding frenzy! This "Goose" segment is perfect for brand engagement as players mix and match real-world fashion items, with genuine rewards for mastering style knowledge.

CENTRAL PARK (DUCK SEQUENCE)

A failed experiment in recreation, now home to feral "Forgotten Ones"—homeless vampires who attack lone humans with desperate hunger.

GAMEPLAY: An ever-changing obstacle course where most trips through are hilariously easy—until they're not. Concert nights supercharge the homeless vampires, transforming a casual stroll into a Resident Evil-style nightmare. Players must adapt to unpredictable patterns in this dynamic environment.

THE FASHION DISTRICT (GOOSE SEQUENCE)

Ruled by vampire brothers Maximillion and Augustine Thorne, who have secretly shaped surface fashion for centuries.

GAMEPLAY: Quest-driven exploration where Narssica hunts for her metaliester vampire-fighting suit. This "Goose" segment is prime territory for brand engagement, as players interact with fashion items that have both aesthetic appeal and tactical advantages against different vampire types.

THE HIDDEN REALMS

UNDERWOOD DEEP (MIXED SEQUENCE)

"Crassus had three wives that he quietly disposed of as he tired of them. Underwood Deep reflects the subcultures of LA... The idea that men are hunted here I thought would be extremely hilarious in gameplay. A male player enters and is instantly attacked and subjugated to the perils of the orchard. Whereas a female is accepted but conditionally. This is how the LA world works. Keep up bitches!" - James Gardner

GAMEPLAY: A fascinating mix of psychological strategy and intense action that plays differently based on character gender. Male players face an immediate "run for your life" scenario, while female players navigate complex political waters. Players might fight their way out, manipulate the matriarchy, or escape through underwater catacombs guarded by the vampiric sea snake Diabolis Anguis—unless they choose to feed a friend to the beast instead!

THE CATACOMBS (DUCK SEQUENCE)

"You know the saying, 'Don't hate the player, hate the game.' It's true in LA. The city sets up such impossible living conditions for the average person that locals often become more brutal than the actual brutalists running things!" - James Gardner

GAMEPLAY: High-octane adventure combining maze navigation, ghost encounters, cannibal evasion, treasure hunting, and confrontation with the ancient guardian Vorax—all while dodging Red Roman patrols. This multi-layered challenge tests players' combat skills, puzzle-solving abilities, and nerve in a claustrophobic environment where threats lurk around every corner.

THE BLOOD DISPENSARIES (GOOSE SEQUENCE)

Where newly-captured humans are processed through fantasy worlds designed to keep them compliant while being drained.

GAMEPLAY: A psychological maze of timed problem-solving that takes players through Janine Lovewell's personal history—exploring family drama, fashion obsessions, addiction struggles, and fame's double-edged sword. This "deliciously Goose" sequence creates natural openings for brand integration as players explore the protagonist's backstory through fashion-forward lenses.

TECHNOLOGY & TRANSIT (DUCK SEQUENCE)

"The Tech & Transit sequence is inspired by one of my favorite childhood games, 'Frogger.' The player has to use timing, rhythm and bravery to navigate speeding boats, monorails or driving a motorcycle through old Roman style roads. This gives the game player a very basic, fundamental thrill and sates the 'need for speed' that classic gaming doesn't always fulfill anymore." - James Gardner

Underwood showcases 2,000 years of uninterrupted Roman engineering:

  • Monorail System: Silent, efficient transportation connecting to secret LA subway lines
  • Waterways: Venice-like canals branching from Lake Underwood
  • Roman Roads: Streets that have survived millennia without deterioration

THE DARK REFLECTION

What makes Underwood compelling is how it functions as Hollywood's shadow self:

  • Blood Dispensaries mirror film studios, creating fantasy worlds while extracting value from human creativity
  • Krush Nightclub echoes casting couch culture, where dreams are traded for advancement
  • The Blood Banquet represents fame's gladiatorial nature, where entertainers fight for survival
  • Fashion houses develop styles that literally mesmerize, much as trend-setters influence the masses

The Duck-Duck-Goose rhythm of gameplay creates natural opportunities for brand integration without disrupting immersion. Intense action sequences (Duck) naturally flow into more reflective, fashion-focused moments (Goose) where players are receptive to style discovery—just as consumers welcome shopping after engaging entertainment experiences.

In Underwood, the metaphorical exploitation of Hollywood becomes thrillingly, terrifyingly literal—and extraordinarily playable.