You are on page 1of 14

Table of Contents

Section 1 Game Overview

Genre 1
Audience

Main Plot

Aesthetic Plan 1
Projected Costs / Gains 2
Section 2 Characters and Physical Layout 2
Two Playable Characters

AI / Enemies / Objects 3
AI Triggers

Interactive Objects
Section 2.1

Hacker Abilities

Hacker Mini Game Options


Operative Abilities

Section 3 Game Specific Details 6


Game Types

Rooms

Sound FX

Lighting

Coding / Scripts Needed


Section 4 Sequences

Cinematics / Cut scenes


Section 5 Art Assets
UI Elements

3D Models

8
8

Misc / Smaller 3D Objects


Animations

Section 6 Brainstorms and Future Plans


AI / Enemies / Obstacles

Future Game Type Possibilities 9


Hacker Van Skins

Studio Project
by James Como, Cody McCormick, & Andrew Romans

Man hours: 15 per member (3) times 14 weeks = 630 hours

Section 1 - Game Overview


Play involves two players, one of which plays in a first person mode as an
operative and the other plays on a simulated computer screen as the
hacker. They must work together to complete a randomly assigned objective
without getting caught.
Genre
Action-Adventure / Strategy / Stealth / Twitch
Audience
Ages 10 and up
Main Plot
In 2094, as Earth grew crowded and its resources stretched too thin,
humanitys governments collapsed. From the ashes rose the corporations and
conglomerates that had supplied the masses for years. They gathered all of
the resources that were left on the almost barren Earth and joined into one
world-spanning organization, the Council of New Hope. Desperation led to an
advance in technology. Technology was bigger and better than anyone had
ever seen before. Suddenly, interplanetary flight and terraforming was a reality.
Humanity began to stretch away from their dying and empty homeworld
towards the stars.
The year is now 2246. Over a century and a half of expansion and prosperity
has been attributed to the Council of New Hope. An empire has been forged
across a dozen galactic systems. This glory, however, has been built upon the
backs of slaves. While a majority of the empire remains unaware of it, over
10% of the population are stolen away from their families or discretely taken
Page | 2

from jails and placed on slave worlds to toil in mines and mass manufacturing
plants. Many of these people are political activists and naysayers of the
Council. Even worse, some of these people are used in scientific experiments,
usually ending up dead or horrifically maimed.
You are part of a small but dedicated group of rebellious citizens that call
themselves the Admin. The Admin is an organization that supports many
operations across the empire and send out trained field agents to accomplish
their goals. Field agents work in pairs, one trained in the art of hacking and is
the overseer of their teammate, crippling the defenses of their target. The other
is an operative who enters unseen into office buildings and research centers.
Spiriting away their dark secrets and occasionally a few thousand credits to
help the cause.
Juna Glitch Houng is the Hacker of team 404. A child prodigy raised by
a wealthy family. Juna grew up submerged in the world of advanced computer
operations. At the age of 14, Juna was illegally accessing a New Hope
database and found the truth of what the government was doing. She
immediately found a way to become active and now serves as one of the top
Hackers for the Admin.
Yuri Whisper Dragovich is the Operative of team 404 and close friends
with Glitch. Yuri was born on a backwater slave planet to parents that were
enslaved for their political views on the Council of New Hope. Their strength
against the oppressive and corrupt empire never faltered. Yuri grew up
learning all about the crooked ways of the Council, and their wrong doings.
When he was 17, Yuris parents were finally killed for their disobedience and
Yuri knew it was time to make his stand. He miraculously escaped the mining
world and was picked up by the Admin, becoming one of their most dedicated
and elite Operatives.
Together, Glitch and Whisper travel in their mobile base of operations, the Port
Forwarded, which is disguised as a common hover van. They hit research
facilities, banks, and other such buildings that are the holdings of the Council
Page | 3

of New Hope. For one day, their dedication will hopefully lead to the crumbling
of the Council and start a full fledged rebellion.

Aesthetic Plan
Aesthetically we plan on developing our environments based off of the fps
game Minimum, except without the environments being voxel.
Projected Costs / Gains
Main Hour Costs
- $30 per hour X 15 Work Hours Per Week = $450 Per Person
work week
- $6300 Per Person (For 14 weeks) X 3 Workers = $18900 Total
Software Costs
- 3DS Max Monthly (3 Months) = $555 Total
- Visual Studio Pro For 3 People = $1497 Total
- Unity Pro + Android & IOS pro = $675
Projected Distribution Gain
- We estimate to distribute Hacktical Advantage for $10 a copy on
steam. As well as offering a special of $15 dollars for two copies
for a limited time on the games release. With an estimate of
200,000 individual copies sold on release, and another 100,000
copies of our limited special sold on release would produce a
total net gain of $3.5 Million.
Total Estimated Cost of Production
- A total of $21,627
Estimated Money Gain vs Spent
- A total gain of $3,478,373

Section 2 - Characters and Physical Layout


Two Playable Characters
1. Operative (Host/Client) - The player who chooses to play as the operative
must be on a PC because he will host the game. Additionally, an Oculus Rift
can be attached but it isnt necessary. The Operative plays in first person
and traverses a procedural facility with the help of the Hacker. The
Page | 4

Operative has gadgets that allow them to access terminals and open up
connections inside the facility so that the Hacker has greater control and
becomes more effective.
2. Hacker (Client) - Can choose to play either on a PC or mobile device, and
joins the game hosted by the Operative player. The Hacker plays as if they
were sitting in front of a computer screen at a discrete location. From their
desktop view, the Hacker can interact with the computer screen in order to
manipulate the facility that the Operative is in.

1.

2.

3.

4.
5.

6.
7.

AI / Enemies / Obstacles
Cameras - Placed on random ceilings in the game. Some have an arc of
rotation, while others remain stationary. Cannot be viewed until it is tagged
by operative and hacked by the the hacker.
Human Security Guard - Patrols a designated area. They can taze the
Operative, and can only be knocked out from behind. If an unconscious
guard is found by another guard, the nearest alarm will be triggered and the
unconscious guard will respawn in the security office. Unconscious guard
bodies can be moved by the operative.
Security Robot - A security robot patrols a designated area. They can taze
the Operative, and can only be disabled by hacking, power failure, or an
emp blast. Hacking a robot only disables it for a length of time, determined
by the difficulty of the hack. They cannot be moved.
Turrets - Placed and functions similarly to cameras. If spotted by a turret,
the Operative is tazed.
Tripwires - Tripwires are placed in hallways and occasionally vents. If the
Operative sets off a tripwire the alarm is sounded and nearby unlocked
security doors relock.
Locked Security Doors - Impassable. Can be unlocked by hacker or by
using a special door key. Guards can move freely through doors.
Unlocked Door - A simple door that can be opened at any time by the
operative.

AI Triggers
1. Alarm - Can be triggered by multiple events. Attracts all of the guards in the
area to the location that the alarm was triggered at. Any nearby turrets will
Page | 5

start shooting at the player after a small delay and nearby security doors will
be locked. 30 seconds after the alarm was triggered it can be disabled at a
corresponding local power box or data server by a guard or the hacker.
2. Vision of Player - Cameras, turrets, security guards, and robots all have a
field of vision that varies in size. Room lighting only affects the security
guards field of vision. If the operative is spotted, an event is triggered based
upon who spotted the operative.
3. Lights Off - Lights in an area can be turned on or off at a local power box or
a data server. If a human guard notices the lights have been turned off, they
will go to the power box and turn them back on.
4. Found Unconscious Guard - The unconscious guard is removed from the
game and respawned inside the security office, returning to his patrol area.
The guard who found him runs to the nearest power box and activates the
alarm for an extended period of time.

1.

2.

3.

4.

Interactive Objects
Power Boxes - Small objects that appear on walls that can be interacted
with by the Operative. They allow the Hacker to toggle local lights, alarms,
and tripwires.
Data Servers - Large consoles that appear in specific rooms and cover a
wall. They are similar to Power Boxes, but they give the hacker a greater
range of control and can be remotely accessed for 2 minutes. Also has a
chance to randomly unlock a security door and/or give the hacker a random
data file.
Data File/Loot/Etc. - Objectives or side objectives that the Operative must
locate and pick up in order to succeed. Can also include guard patrol routes,
extra currency for upgrades, office keys, etc.
Vent Openings - Interactable grate that automatically opens and closes in
order to allow the Operative to enter and exit a vent.

Page | 6

Section 2.1
1.

2.
3.

4.

5.

6.
7.
8.

Hacker Abilities (number = minigame attached to ability)


Blueprint Layout - A complete map of the level. Shows positions of the
player, custom waypoints, and any other objects discovered by the hacker
or operative.
Set/Remove Waypoints - Can place and remove custom, opaque waypoints
on the blueprint that can also be seen by the operative.
Hack Camera1 - Gain control of the camera if successful. Hacked cameras
dont trigger an alarm if they see the operative. The hacker can also view a
live video feed of hacked cameras, but only so many cameras and turrets
can be hacked at once.
Hack Turret2 - Gain control of the turret if successful. Hacked turrets wont
shoot at the operative. Only a certain number of turrets and cameras can be
hacked at any given time.
Unlock Security Door3 - Unlocks the door on a success, does nothing on < 3
failures, and sets off an alarm if triggered in the minigame. Setting of the
alarm will also lock the security door for the duration.
Hack Security Robot4 - An easy hack disables the robot for 30 seconds, and
a hard hack disables the robot for 3 minutes.
Hack Power Box5 - Gives access to enable or disable local tripwires, lights,
and alarms.
Hack Data Server5+ - Same as the Power Box, but it also gives access to a
larger array of objects for 60 seconds. It also has a chance to unlock a
random security door and/or give the hacker a random data file.
Hacker Minigame Options

1. Electrical current matching, start to end with time limit. A lot like water flow
pipe mini puzzles.
2. An unblock me type puzzle.
3. Riddle password solver
Page | 7

4. Repeat the light pattern


5. Bullet hell type game, no shooting, only avoiding obstacles

Operative Abilities
1. Tagging - Using his multi-hacking tool, the operative must aim at the target
before the hacker can perform any actions on it. Some targets (like cameras
& security doors) only need to be tagged once, while other targets (like
security robots) need to be continually tagged while the hacker performs an
action on it. Targets include security doors, cameras, security robots, human
security guards, power boxes, data servers, files & data, and turrets.
2. EMP Grenades - Limited amount of thrown grenades that will temporarily
deactivate all of the electronics within range.
3. Interact - The Operative is able to interact with simple objects in the world,
such as opening vents, office doors, and data files/loot.
4. Incapacitate Human Security Guard - Attacking a guard from behind without
being noticed will knock him unconscious. The guards body can then be
picked up, moved, and dropped.

Section 3 - Game Specific Details


Game Types
1. Cash Collector - Game type that requires the team to work together to break
into a vault with cash, and make it back out of the building alive. Cash is
then used later for in game purchases/skins.
2. Espionage (Plant the Bug) - With the help of the hacker, the Operative must
successfully plant the bug in its designated area and leave the building
alive.
Rooms
1. Hallway Shapes
T Section (Small)
| Section (Small)
Page | 8

2.
3.
4.
5.
6.
7.

L Cross Section (Small)


+ Section (Small)
Server Room (Small / Medium)
Vault Room (Small / Medium)
Security Office (Small)
Bathroom (Small)
Waiting / Sitting Room (like an atrium or something) (Medium / Large)
Vents (Small)

1.
2.
3.
4.
5.
6.

Sound FX
Walking Sounds
EMP explosion
Gunfire
Alarm
Server Room Ambient Noise (Beeping, whirring, etc.)
Laser Buzzing (Tripwire)

2.
3.
4.
5.

Lighting
R,G,B : interactable objects will turn one of three colors depending on what
their status is in the game at any given moment. Red rings or lights will
denote that an object or AI is hostile and aggrod and will be actively
searching for the player or will be locked down. Green will denote that the
affected object is being directly accessed by the Hacker. Blue means that
the object is deactivated or non-hostile toward the player.
Alarms (Red, Spinning, two rays)
Window lighting
Room lights
Flashlight light for dimmed rooms

1.
2.
3.
4.
5.

Code/Scripts Needed
Network Controller - Includes all network related scripts
Random Level Generator - Creates the actual level layout
Random Room Generator - Fills rooms with props based on its type
AI Controllers - See Section 2 (AI/Enemies & AI Triggers)
Controller Input - Joypad, mobile, & keyboard controls

1.

Page | 9

Section 4 - Sequences
Cinematics/Cutscenes
1. Hackers starting of the computer turning on and being prepared for the
game.
2. Once Operative has left the building, if applicable to game mode, then
cutscene of Operative entering players hacker van skin and the van driving
away.

Section 5 - Art Assets


UI Elements
1. Gamestates
2. Hacker Screen
3. Operative UI Screen

1.
2.
3.
4.
5.
6.
7.

3D Models
Room Types
Security Guard
Robotic Guard
Tripwire
Camera
Turrets
Power Glove

Misc. / Smaller 3D Models


Unity App Store

1.
2.
3.
4.

Animations
Walking
Running
Attack
Shut Down (Robotic Guard / Turrets)

Section 6 - Brainstorms and Future Plans


Page | 10

AI / Enemies / Obstacles
1. Locked Office Door - Impassable. Cannot be hacked open. Requires a
physical key to unlock. Keys are linked to specific doors and are hidden
within the level.

3.
4.
5.

6.

7.

8.

1.
2.
3.
4.
5.

Future Game Type Possibilites


Survival - How long can your team survive in a building with traps, guards,
and puzzles.
Multiplayer Capture the Code - The first team to solve for the mysterious
access code and leave the building wins.
Multiplayer Objectives - Multiple objectives that are announced in game that
each team must compete to complete. The team with the most completed
objectives win the game.
Multiplayer Domination type game - A team must control a certain section of
multiple designated areas, and the other team must attempt to take over the
area from enemy control
Hostage Collector - The hacker must help the operative successfully break
in, save and escort hostages safely out of the building in order for game to
be won.
Multiplayer Sabotage - Each team have a designated area that they are
trying to protect. The objective for the hacker and operative must
successfully plant a virus in the other teams main frame. Giving the hacked
team a certain amount of time to eliminate the virus. (A virus could be
indicated by green flutters of Hackers screen).
Hacker Van Skins
Ice Cream Van
Pet Grooming Van
Bug Exterminator Van
Pizza Van
4-Chan Party Van (Navy Trap)

Page | 11

Section 6 - Brainstorms and Future Plans


Wireframes

Page | 12

Page | 13

Page | 14

You might also like