Games Designer
THE INSURGENCY -Â 2019-2020
Win Condition: Answer most dialogue questions correctly (at least) and hide objects or person successfully.
Lose Condition: Answer questions incorrectly and hide object or person in poor hiding place.
In a post-apocalyptic setting an organized group of authorities call themselves the Military State Police and have attempted to re-establish a functional society under their strict ideology.
The player must find or make hiding places for objects or people. Authorities will come to search the hardware shop as part of their weekly routine.
This process will repeat but its pacing will increase. New areas in the store will become available. Players will have a bigger variety of upgrades and gadgets, and enemies will have to change their strategy.
Recent update of the prototype featuring improved environment lighting.
CORE LOOP DIAGRAM
AI BEHAVIOUR DIAGRAM
ACTIONS
General
Walk​​
Run
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Quieter
Creep quickly
Creep quietly
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Interact Action
Pick objects up
Open and close doors
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Indirect Action
Move objects by walking too close to them or over them (will cause noise)
Direct Action
Throw objects to distract military police
CHALLENGES
Understand the culture of the game world
Familiarize with controls
Hiding objects or people from officers successfully
Distracting officers when possible
Hiding player character (if caught hiding an object)
Adapting to different enemies per level
Apply the knowledge of the game culture if tested by the officer
REWARDS
Outsmarting the officers (completing levels)
New gadgets to experiment with
New characters to meet
New narrative/lore to discover
New enemies to meet
Possibly a loyalty system
LEVEL DESIGN
ENEMY TYPE
Grunt with dog
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Specialist with goggles
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Juggernaut
FEATURE
Low-medium sight
High hearing
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High sight
Low-medium hearing
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Medium sight
Medium hearing
EXTRA
Can detect objects more easily by smell
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Will be able to detect if objects were moved
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Can cause some characters to hide to be more susceptible to making auditory mistakes
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PROGRESSION MECHANICS
After each level, there will be a story cutscene giving more context to the environment and the characters
At the start of levels (not the tutorial), a character will ask/tell the player which upgrade they’d like, or which one is available
The player will be able to unlock gadgets to help them hide objects better and the enemy will also change their tactics
All gadgets and upgrades will directly relate to the core mechanics and core diagrams.
LEVEL
1
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2
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3
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4
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5
PLAYER OBJECTIVE
Hide behind objects
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Hide inside objects
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Glue objects behind or under something
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Manipulate walls to hide inside
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Make separate compartments to hide inside
ENEMY RETALIATORY ACTION
None
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None
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Heightens sensitivity
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Heightens sensitivity to sounds
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Specialist implements heat sensor (on radius)
IN SCOPE FOR PROTOTYPE
DESIGN ASPECTS
Proposal document
High concept document
Games design document
Gameplay design iteration
AI design iteration
Environment design iteration
TECHINCAL ASPECTS
AI tasks:
Move
Prompt dialogue
Search objects
Ask player questions
Update forbidden object suspicious value during play time
Triggering game over
Triggering game won
Player character:
Basic movement
Interaction controls
ARTISTIC ASPECTS
Environments blocked out and meshed:
Shop
Basement
Outdoor area outside shop
OUT OF SCOPE FOR PROTOTYPE
DESIGN ASPECTS
Multiple levels for each including:
Map layouts
Gameplay planning/pacing
In depth progression/upgrade system
Multiple AI behaviours
Complex player character interactions with AI
Narrative between environment setting and characters/AI
Sound design/planning
Multiple environment settings
TECHINCAL ASPECTS
Multiple individual AIs with separate behaviours
Multiple levels
Level system with separate managers to control AI or variables
Cutscenes and voiceovers
Tutorial section
Particle effects
ARTISTIC ASPECTS
Realistic high poly objects
High quality materials/textures