Professional Documents
Culture Documents
1. Overview
1.1 Project description:
I See Red is a twin-stick shooter roguelite where you play as an enraged outlaw who
travels through space in search of vengeance, raiding ships and destroying enemies.
Through it we look for the player to experience the pain and rage of a tragic loss and
its unbreakable will to achieve his goal no matter how many times he has to try.
1.2 Facts:
Genres: Twin-Stick Shooter Roguelite.
Modes: Singleplayer.
Duration: 1 hour per run, 15 hours to see everything.
Platforms: Windows, Mac & Linux (Steam), PlayStation 4, PlayStation 5, Nintendo
Switch, Xbox One & Xbox Series X/S.
Engine: Unity.
Expected release: Q3 2022.
Target audience: 16 to 24, male gamers who like intense action games without
having to put a lot of time into it.
2. Project goals
2.1 Vertical Slice:
Development of the vertical slice which will show the concept of the game and it’s
core mechanics to attract possible investors and opportunities.
Obtaining the development kits from the different companies for the future
development of the game’s ports.
2.4 Publisher:
Closing a deal with a publisher who has a catalog of similar games and / or be known
for having experience in violent game target markets.
Negotiate the most efficient marketing plan for the game, securing funding for the
next Whiteboard Games project.
2.5 Marketing:
Development of the marketing for the game in order to maximize the hype
pre-release and the game’s sales post-release.
2.6 Release:
The special day where the game releases for the first time on Steam.
2.8 Porting:
Console’s ports development, starting with the Nintendo Switch.
3. Game rules
In this section we describe the general rules of the game and their goal.
1. Red: Implies that the player sees this object as an enemy, something
dangerous or something that is necessary for its progression. It’s mainly used
to highlight enemies or in details like the explosive barrels.
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2. Black and white: Implies that the protagonist can interact with it through a
button and doing so can bring benefits. Examples of these are healing items,
weapons and explosive barrels.
3. Grayscale: Implies that the protagonist has no interest in the object. Usually
used on background and props. The entire environment, which is destructible,
uses this color palette, but since the benefits of destroying said things (besides
providing small and very temporary cover) doesn’t affect the gameplay, the
color applies this way to tell the player that they shouldn’t worry about them.
4. Design rules
We can break down I See Red into three keywords when designing it:
Frantic: Things happen fast, so every decision has to be made in a split second, so if
something is slow or awkward to use, with some minor exceptions, it has no place in
the game. “You are in a Ferrari, if you want to tell me something, do it fast and as
clearly as possible.”
Rage: The answer to everything in the game must be rage. Most of the details in the
game can be destroyed. The player interacts very aggressively with the environment
props.
Immersive: Everything in the game exist in the world itself, including the User
Interface, to highlight that the player sees the world in this way and to make a more
cohesive experience for the user, meaning that they wouldn’t need any extra
information or tutorials because everything behaves in an expected way.
We also have a series of questions to answer before designing anything. These are to
be answered if we want to maintain the vision and rules of the game consistent.
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5. Gameplay
Description of the control scheme and its actions. Inputs are first in a Mouse and
Keyboard scheme and then in a Generic Gamepad scheme.
5.1 Movement:
The player can move with W, A,S, D or with the Right Analog Stick. The first steps will
have a brief acceleration, later on it will run at a constant speed. It’s speed varies
depending on where the player is looking, for example, if he’s running forward he’ll
go faster than running backwards or sideways.
He can only run on hard surfaces and he can never modify his vertical axis (Meaning
that he can’t go upstairs or go down a ramp, etc).
The function of the hook varies and works logically depending on the target.
Additionally, the hook can be charged through kills. When it’s full it can be used to
make a Brutal Murder on enemies.
5.4 Interact:
Through the game, the player will find objects of color black and white which can be
interacted with by pressing the F key or the West Button.
Taking the shape and size of the object into account, the player will do different
actions:
5.5 Propulsor:
While the player is moving, pressing the Spacebar or the South Button will make him
use his propulsors to dash in the direction he was currently moving to.
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When dashing, the player is briefly invulnerable, allowing him all types of damage.
He’s also able to get through Regular Enemies, in consequence they will also be
pushed and stunned.
The player won’t be able to perform any other action while dashing.
5.6 Inventory:
The player can take some objects with him, putting aside currencies like Space Coins
and Printing Matter, these are categorized as follows:
5.6.1 Weapons:
The player can carry two weapons. The first slot is reserved for the trusty Infinite
Pistol, a weapon that never runs out but can overheat. The second slot can be filled
with any weapon that the player picks up. Of course, the player can switch between
both weapons by pressing keys 1 or 2, spinning the Mouse Wheel or by pressing
D-Pad Left or D-Pad Right.
When the player has a throwable object on hand, both weapons will be holstered.
5.6.5 Skills:
One of the most important objects are those who possess rechargeable unique skills
like throwing all the objects in a room or morphing the player into different things.
The player can only take one of these with him and these are used by pressing the R
key or the Right Shoulder.
Only one of this type can be carried at all times and it can be used by pressing the G
key or the North Button.
Only one of this type can be carried at all times and it can be used by pressing the Q
key or the East Button.
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An infinite amount can be carried for each type of race (Human, Robot, Alien) and it
can be used by interacting with the locked door.
● If the enemy is Regular Threat Level and its health is low (red blinking will let
the player know).
● If the enemy is Regular Threat Level and the hook is fully charged
(represented by hook indicator above the targeted enemy).
● If the enemy it’s a Regular Flying Enemy.
● If the enemy is Elite and the player is in Rage Mode.
Doing a Brutal Murder is vital as it gives the player invulnerable during the animation
and it heals him.
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In the Micro Game we are already on a run. We begin by choosing a ship we want to
invade, we explore it in order to acquire temporary upgrades to get stronger for the
next ship, we end it by beating the final room or boss and then we get back to our
ship so we can choose the next ship we will raid. This cycle can be repeated up to a
maximum of 19 times per run and a minimum of 10.
In the Macro Game we start a new run, we play through all the sectors we can,
achieving different feats and when we finish the run either by beating the final boss
or by dying through the run, we unlock new content for the next run.
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7. Story
7.1 Story overview:
The story of I See Red is about an enraged space outlaw who is in search of
vengeance. He used to fight crime with his police partner but one day he started to
notice odd behaviours from his partner, after doing some investigation he found out
that he’s doing weapon traffic. His ex-police partner, knowing this, pays the
protagonist a visit to his house where he along with other criminals shoots the entire
house down in a way to warn and silence the protagonist, but during this, her
daughter is fatally injured. After this whole situation, the player loses their sanity and
is filled with rage, he promises to kill his ex-police partner, he begins to see red.
7.2 Prologue:
At the very beginning of the game the player will see the protagonist going at full
speed on a small spaceship crashing into a mothership. After fighting his way
through different rooms he finds a person that, shown by the cinematics, the
protagonist is eager to kill. During the fight, the core of the mothership explodes,
knocking the protagonist unconscious.
When he wakes up, he notices two things: the enemy from before disappeared
(which he assumes, died), and the other thing is that his left arm is missing. The
explosion from before caused a lot of damage on him and took his arm with it. The
protagonist slowly traverses the mothership looking for a way out, and at the end of
a hallway connected to a Hangar finds a big spaceship which he uses to escape.
Months later we see the protagonist in a garage-looking place, where the player sees
a surgeon full of robotic technology connecting a mechanical arm to the
protagonist, there’s also the detail of the protagonist’s visor not being red. After
doing so, he tells the protagonist to go ahead and try his new arm in the backyard
where he has some robots that look like punching bags. Later on, he goes back
inside the garage, and pays attention to a TV where a news anchor is reporting
something about a really dangerous criminal, after a few seconds they show a
picture of it. The protagonist recognizes the face from the picture, is the guy he
fought in the mothership but he changed, half of his face is robotic probably due to
the explosion of the mothership’s core. The protagonist rages, his mask visor turns
red and immediately calls his spaceship to start his search for vengeance once again.
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7.3 Story:
Throughout the game, the player will find various events that show a glimpse of the
protagonist’s past. In these events players will find out about the protagonist's past
and his relationships in order to get to know why he is looking for vengeance.
Some of these events include (but are not limited to) the fact that his wife died from
cancer. How the protagonist took care of his daughter and how they spent time
together. That he worked on the Universal Defense Protocol as a Space Regular
Officer along with a partner. A lot of details help explain the fact that the protagonist,
aside from being filled with rage and hatred towards his ex-police partner, also feels
guilt for not being able to protect his daughter and his wife's last gift, an example of
this is when in Rage Mode in a place with ad screens, the ads changes and show a
new one where the protagonist is standing with a gun, filled with the text “your fault”
and “she is dead”.
happens players will hear a sound of someone falling to the ground, sound that
helps the players know that the protagonist probably died.
After this the credits roll for the last time and, as a post-credits scene, we see
Hookman creating someone. This time it is not the player, but his robot incarnation.
Once all three tiers have been filled, the player will be able to complete the game
and unlock the true ending.
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8. Game progression
8.1 Cloning Machine:
I See Red is a hard game and dying will return players to Hookman’s house, meaning
that they’ll have to start a new run from scratch. To balance this, players will be able
to upgrade the protagonist permanently, becoming stronger with every run..
During ship raids, players can find cloning machine points called “Printing Matter”
which is a currency used to buy upgrades for the Cloning Machine in order to make
the protagonist's next clone stronger than previous ones.
● Body: Upgrades the player's physical body for more Physical Strength,
Damage Reduction, Movement Speed, etc.
● Arm: Upgrades the player’s mechanical arm for faster charges, increased heal
from Brutal Murders, etc.
● Rage: Upgrades the player’s Rage Mode for better stats benefits, duration and
faster charges, etc.
● Gun: Upgrades the player’s Infinite Pistol to increase its critical chance,
reduced cooldown, etc.
Once all the upgrades have been acquired, the remaining Printing Matter can be
used to purchase extras from Hookman.
8.2 Hookman:
The player can purchase different game modes using Printing Matter. For example,
higher difficulties, modifiers to the player’s abilities, and so on. Completing a run in a
mode unlocks an achievement.
8.3 Achievements:
I See Red is filled with tons of achievements, every achievement unlocks more
content in order to make future runs more varied:
● Passives.
● Skills.
● Enemies.
● Ships.
● Weapons.
● Consumables.