Game Concept – David Fournet

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Game world and setting: 

The game will take place in an upper class house at a remote location in a slightly more technologically advanced future. In this world, technology has advanced in a reasonable and realistic way. Sci-fi elements that might make appearances in the game are holograms, automated home systems, and advanced home robotics.

Characters and Key Objects:

Main Character – The player will play as an intern/employee who has come to visit their boss’s home to retrieve a set of files

Robot Home Caretaker – the house will be equipped with a robotic caretaker that tends to the chores around the house. This character will be modeled roughly off of SPOT by Boston Dynamics. After the player is at the house, the security system will malfunction, causing this caretaker to become a hostile sentry. The caretaker will roam the house looking for any intruders and attempt to exterminate them. The caretaker will also be virtually indestructible as it is marketed for a wide variety of tasks, including industrial applications.

Player’s Boss – A wealthy tech tycoon who has little regard for his employees. This character will be very barely seen and will ultimately die very early in the game causing the player to be alone in the house with the robot.

Player Objectives:

The player’s overall goal will be to get out of the house safely after it has locked down, without being killed by the robot. To do this, they will need to disable the high tech security system that their boss has implemented using functions of the automated house. Secondarily, the player will be hunted by the robot during the entire time that they are in the house, so as a secondary objective, they will need to attempt to not be detected by the robot. Some possible tasks for the player could be to hinder the robot by getting a can of spray paint to cover its sensors. Another could be to temporarily disable the system to give the player a moment of rest. Other objectives to get out of the house might include finding your boss (who will be found dead), finding the documentation on the system, locating the shut down passwords, and finally shutting down the system in the basement.

Game Style / Player Experience:

The intended style for this game would be a sci-fi thriller, similar to the Alien: Isolation game. The player should feel suspense and fear during their time playing.

Game Mechanics:

The main game mechanic will be stealth as the player has to navigate the house without being detected by the robot. This can also include diversions by making noises in other locations, hindering the robot using objects like paint, or using elements of the house to distract the robot like turning on the gas on the stove.

Other game mechanics would include the robot’s ability to use the house to its advantage. Some elements that the robot could change are room temperatures, locking doors, fireplaces, lights, and machines in the house.

The player will also not be able to directly injure the robot but can hinder it. If the robot catches them then it will kill them without fail.

Gameplay highlights/hooks/features:

Some interactable features may include: fireplace, stove, thermostats, digital locks.

Main hooks: After looking for your boss you find that he is dead, and you realize that you will need to find the code to his office safe to retrieve the passkeys to disable the security system.

Intended audience:

Age range would be teens and up. This would likely target those that enjoy horror/thriller games and sci-fi themes. My intent is to appeal to this audience by showing some possible negatives of higher end robotics by making the game interesting yet believable as a future.

Art style description: 

•Genre tropes: Horror / Thriller, suspense

•Realism/stylization: realistic robotic expectations,  realistic but grungy

•Color: muted, darker colors

•Light/Shadow: largely dark with lots of shadow

•Shapes and Lines: grungy and uncertain feeling

•Depth: realistic depth 

•Space: mostly open concept rooms with smaller rooms intermingled

•Texture: clean but grungy/sketchy in areas with high suspense

•Perspective and player view: first player

•Season, time of day: winter, late evening into night

Reference Images / Mood Board

5 Comments Add yours

  1. Erin says:

    Wow this is a really cool idea that sounds really chilling! I like how sparse and stark white then environment in the concept art is. It makes everything feel even more creepy and unsettling. Will there be a method or noise that lets the player know when the robot is approaching?

    1. David says:

      Thank you!
      And yes to your question! I am planning on giving the robot similar noises to the SPOT robot by Boston Dynamics so it’s not overly loud, but it is ominously audible. I also am thinking about having stations where you can see the robot’s location in the house.

  2. Kurtis says:

    I like the twist you are doing with a horror game set in the future, being hunted by a robot maid. Most horrors bank on the fact that you are being chased by monsters so I like that you are moving away from the norm. Will the robot that is searching for you contain any scary features to add to the horror aspect(red eyes, knives or blades attached to the top)?

    1. David says:

      Thank you so much! I really want to bring my robotics experience into this game!
      To your question, I want this to be as believable as possible so the robot will have a sort of red scanning light at times and then will also have a folding manipulator arm coming from the top of it which will double as its predominant weapon in a spinning blender kind of way.

  3. Percy says:

    Haha, I love the subversion of expectations here! I expected the robot to be kinda like the boss’s dog, and then now it’s a killer, that’s really cool. Reminds me of a game I was watching someone play last night about a killer roomba. My question is, how does the robot kill you? What is it equipped with?

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