Professional Documents
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Table of Contents
Overview…………………………………………………………………………………………………3
Characters……………………………………………………………………………………………4
Power-ups………………………………………………………………………………………………9
Traps………………………………………………………………………………………………………11
Gameplay………………………………………………………………………………………………12
Victory Conditions……………………………………………………………………15
Map Creation……………………………………………………………………………………16
Audio………………………………………………………………………………………………………17
Art……………………………………………………………………………………………………………18
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Overview
In an underground research facility, one of the subjects breaks free and attempts
to escape. ICHz067, the first successful test subject of rewiring the human brain to
become a person with synesthesia. The experiment allows the subject to see sounds.
But just before the test subject escaped, the power cut out and only the auxiliary
security system is functional. It is up to the head of security to find the subject and direct
the guards to key locations to halt and capture the subject before they can escape.
The Test Subject will have a Third-person perspective as they try to find their
way out. Along the way, the player can search through rooms to find power-ups and
traps to help deceive the Head of Security and have a better chance of escaping. The
player will also be able to hide in and under objects like tables, lockers, desks, etc. to
confuse the guards and wait until the coast is clear to continue with their escape
attempt.
The Head of Security will be in a control room looking at dual monitors. The left
screen will have the floor plan of the research facility on it and have green dots
representing the guard’s location. The player will be able to direct the movements of the
guards through this screen. The right monitor, however, shows areas where cameras
are located. The player can select a location and bring up the camera’s point of view to
better locate where the escapee might be.
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Characters
Head of Security
Keith Summers was an exceptional data analyst for the CIA. At the age of
29, Keith saved the lives of a small platoon of US soldiers stationed in Iraq from a
terrorist plot because of his skills. After the platoon leader was tipped off by a
local informant, Keith was sent over by the leader’s request for help. While there,
Keith used his skills of analyzing data to find out about the details for a plot
planned to attack the platoon when they were planning on doing a training
exercise out in the mountains. After letting the commanding officers know about
the information that he collected, Keith was tasked with trying to hack into and
find out more details about the terrorists. Once he gained the information
necessary, the platoon raided the terrorist stronghold and stopped their plot,
saving the lives of the men in the platoon. For his service in Iraq, the CIA
stationed Keith at the research facility without telling him what was the true
purpose of the facility. But once the test subjects were brought in, he was
confronted with the reality. However, when he tried to report his findings, he was
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threatened with being charged with treason and execution. Fearful for his life,
Keith has to watch over the test subjects and report when things seem fishy.
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Console/System
The Sounds I See will be created for the PC. It will be created in either the Unity
Engine or Unreal Engine 4.
Controls
Head of Security
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The player will use the mouse for a majority of their interactions. They will
use the cursor and left mouse button to move between the two main view modes:
Cameras and Floor plan. While using one monitor, the focus of the other monitor
becomes more fuzzy demonstrating that the Head of Security is focusing on the
selected monitor, but is still able to notice what is happening with the other.
Camera
The Cameras will be laid out in the outline of the floor plan. The
player can click onto a room and have a POV of the room from that
camera, if there are multiple cameras in the room, the player can use the
A or D key to swap between the different cameras. Hitting the Right
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Mouse button will back the player out of the POV mode.
Floor Plan
On another computer monitor will be the blueprints of the research
facility and green dots showing where the guards have been detected by
the security cameras. The player can select one guard at a time and Left
Click a room. If the guard is not in the selected room, then they will move
to the room. If the guard is already in the room, the player can Right Click
after selecting the guard and have them search the room.
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Power-Ups
Doppler
After gaining this powerup, the test subject has become
understanding of the doppler effect and can tell the direction that the
Guards are facing. If a guard is facing towards a direction, the color they
will emit will be red, if they are facing away from direction, then the color
will be green.
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Projection/Echo
After gaining this powerup, the test subject can project their voice and
allow it to echo off walls and down hallways a short distance. This will trip any
working security cameras, causing the affected cameras to flash on the Head of
Security’s Camera mode. This will also erase all trails that were previously there
and leave a fresh red trail.
Lockdown
The Head of Security has the front door go on lockdown for a
period of time. This will lock out the escapee from winning the game.
Reinforcements
Instead of having the usual 6 guards on patrol, the Head of Security
gets 4 more guards, making it 10 guards to start looking for the escapee.
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Traps
Delayed Decoy
After a quick setup time, a sound producing transmitter is placed on the
ground. Depending on the model, a delay is set to a short, medium, or long timer.
Once the timer is up, the transmitter starts to make erratic noise setting off any
cameras in the room/hallway.
Tripwire
After a quick setup time, a tripwire is set up across a hallway or doorway.
This will slow down the advancement of any patrolling guard or trip a chasing
guard for a couple of seconds.
Camera Loop
After a long setup time, the camera that the escapee tampers with will be
put on a loop. The camera will no longer function normally and detect any
unusual sounds, but the Head of Security can still view through the camera and
not be notified that the camera has been tampered with.
Guard Uniform
The player discovers an unused guard uniform and is able to put it on for a
resonable amount of time. However, because the player does not have any
undergarments, the clothing becomes too unconfortable to wear and must be
taken off for a while before the player can put it back on.
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Gameplay
Some rooms may contain items or power-ups for the player to utilize,
however, time spent looking for these means that its more time for the guards to
block off the player’s escape routes. Power-ups will be in glowing needles that
are injected into the player to gain the effects. The spawn location of the power-
ups will be static, but which power-up will be contained will change from game to
game. Each power-up will have a color associated with it so the player can know
at a glance if it is a power-up that wish to have or can just leave.
Traps will also be located throughout different rooms in the facility and will
have a gold ring outlining them. Each trap is a one time use item, but some types
of traps will have more than one scattered throughout the facility.
Head of Security
The Head of Security will be sitting infront of two monitors in a control
room. The left monitor will have the floor plan of the facility and have green dots
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representing the guards. The right monitor will have the locations of the cameras
and will flash red if unknown sounds are heard in an area.
Six guards will spawn in the facility lobby and will be directed by the Head
of Security to hunt down and capture the escapee. In order for the guards to
move, the Head of Security must select the left monitor, which will put focus on
the monitor and make the surroundings hazing, but still noticable if something on
the other monitor goes off.
While focusing on this monitor, the player can select a guard and then
select an area and the guard will move towards that location on his own path.
But, the player can set checkpoints for the guard to follow so that they have more
control on how they wish for the guards to move.
After backing out of focus on the Blueprint monitor, the player can focus
on the Camera monitor. While focusing on this monitor, the player can select a
room or hallway that has a camera in them and have a POV of the area from the
camera. If multiple camera are in a room or hallway, the player can swap
between them using the A or D key. While in this POV mode, the player can see
tracks of sound that have been detected a short time ago and color codes it
based on whether it was a guard, green, unknown, red, or yellow if both a red
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and green were detected near the same time. The size of the track fades the
longer it has been since sound has been detected until the trail is no longer
visibal. However, in this mode, the player cannot see any activity detected by the
other cameras.
If the player backs out of the POV mode and just has the camera locations
mode on, if a camera detects a sound, the room or hallway that the camera is in
will blink for a short time. It will blink green if a guard was detected or red if an
unknown sound is detected. However, this display will only happen when a new
sound enters the camera’s detection radius. If, for example, the escapee is
making noise in a room, it will leave a trail in the POV mode, but not display
every instance of sound in the camera Mode. Only the intial instance of new
sound.
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Victory Conditions
Head of Security
The goal of the player is to have the Guards surround the test subject. If
the test subject is in a Room, then there will need to be a Guard
guarding the doorway and one searching the room, otherwise, the test
subject could escape. To be consider trapped, the guards must cover all
exits. Ex: both sides to a hallway; all for ways for a + - shaped hallway; 1
searching a room with 1 blocking the doorway, etc.
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Audio
Music
Escapee:
The music that the escapee will be listening to would be of the style of
many stealth games like Metal Gear Solid, Hitman, etc. That being slow and
tension building while trying to sneak around and fast paced when once spotted
and being chased. The music should amplify the feeling the player should be
feeling throughout the game.
Head of Security:
The music should be similar to elevator music or music found in office
buildings. I want the music to make the player feel far removed from the action
and feel like it’s just another day on the job. They music should keep the player
calm and allow them to focus on their strategy and react as the situation changes
because of the escapee’s movements.
SFX
Foot steps
High-pitched humming (Transmitter frequency)
Radio chatter
Yelling
Beeping
Power-up SFX (when the escapee gains a power-up)
Alert Beep
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Art
The art style will be influenced by other stealth games such as Hitman:
Absolution and Metal Gear Solid 5. Realistic and well detailed to allow the escapee to
know where they are located and what tile set an area is to allow them to know what
items, power-ups, or hiding places are available.