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Design Doc/ Pitch

Title:

Curious Garage

 

Genre:

Room scale VR game with motion controllers support. First person action-exploration.

Introduction:

The interactive experience will take place in the science fiction garage that specializes in fixing rovers - vechiles used to travel wild areas of the planets. The garage is kind of a tire shop, travelers use in case their vechile needs an emergency fix during the travel. The garage is located on a fiction planet in an isolated desert-canyon area.

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The player assumes a role of the main character, who is the owner of this garage (called Curious Garage). This main character lives and works in this garage, so there is a work area and a bedroom/ office area on the second floor. The main character is actually on the revenge mission, he is studying patterns of an man who committed crimes against his wife and developed an eleborate plan to get his enemy alone into his garage to execute his revenge. Once the VR experience starts, the player is notified of this backstory and that this plan was already set in motion, so this enemy will arrive into the garage very soon. 

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The players objective then becomes to execute the revenge plan as cleanly as possible. The player will be given score by the end of the experience.

Concept Images:

Click on image for details

Description:

The experience starts at the bedroom of the main character, where various clues are placed that hint at what is going to happen. The main character is collecting information on his long term enemy and make plans on how to execute his revenge. This will manifest in game as a desk filled with various photos of the nemesis, documents with description, surveillance data, main character’s personal thoughts on the nemesis and a large board on the wall where the main character draws his plans. Most of these objects will be pickable with the motion controllers, so that the player could take a closer look and figure out the backstory of the conflict and the reasons for revenge. Overall, these hints show that the above mentioned nemesis will arrive into the garage very soon and that the player need to execute him given the reasons the hints provide. 

 

The hints placed in the room should provide an objective to the player - to execute the NPC that will arrive. In order to make sure that the objective is clearly manifested to the player, a number of invisible triggers will be placed within the environment. For example, the player will be required to at least approach the desk area with the execution plans and leave the room and explore the garage, before the event of NPC arriving will be triggered. The player won’t be required to hit all the triggers - as long as a sufficient amount of triggers is triggered to make sure that the player got a clue of what is going on, the game will progress into and will let the player know that the nemesis is about to arrive. This announcement might be made as a timer that counts down when the nemesis arrives or/ and as a voice over announcement from the main character that he is expecting someone. (Voice over will be synthesized alien speech with subtitles - no voice acting will be required for the project)

 

When the NPC arrives the player suppose to kill him in order to progress to the end. There will be various objects in the environment that will allow the player to do it such as a blaster or a melee weapon. The NPC will generally just sit in the waiting area, waiting for his rover to be fixed, so no extensive path finding will be required. 

 

Finally, once the NPC is dead the player will have to clean up the body. The body will become a pickable object. And the blood decals will disappear when in proximity to the mop. Once the garage is cleaned up the game ends - the player can pull the a special handle anytime he thinks he is done with cleaning up, once the handle is pulled the game ends . The player is then given a rating or a score based on how flawlessly he cleaned up after accomplishing the revenge mission - for example, if any blood decals were missed the player will receive lower rating. 

Features:
  • Room scale VR game with motion controllers support

  • Deep science-fiction visuals

  • Gun shooting feature

  • Pickable objects

  • Interactive objects such as mop to clean up blood decals

  • Score tracker

Model list:

The project won’t shy away from using assets available on the unity store. Although a significant portion of assets will be created (such as characters, hero assets and environment pieces), the more scene filling objects are expected to be acquired from the asset store. This also may apply to certain systems, such as particle, AI or VFX systems may be acquired from the store. 

 

Environment (Modular pieces/ Structure):

  • Sci Fi modular wall, floor, ceiling  (Garage)

  • Sci Fi modular wall, floor, ceiling  (Bedroom)

  • Stairs

  • Garage doors

  • Bedroom door

 

Environment (Static items):

  • Light fixtures

  • Bed

  • Couch

  • Desk

  • Chairs

  • Workbench 

  • Sci Fi Rover work station

 

Smaller misc. items:

  • Tires

  • Computers

  • Sci Fi gadgets

  • Sci Fi blaster and so on, as many smaller items that would fill the environment as possible

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Characters:

  •  Fully rigged and animated model of the enemy character

  • Model of the hands of the main character that will replace motion controllers

 

Time period:

 Week 1:

 

  • Get HTC Vive room scale and motion controllers to work in Unity

  • Test pickable objects

  • Start environment modelling

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Week 2:

 

  • Environment modeling (cont.)

  • Start nemesis modeling + props

  • Make hands instead of Vive controllers

 

Week 3:

 

  • Finish nemesis modeling

  • Finish environment modelling 

  • Scene lighting

  • Props modeling

 

Week 4:

 

  • Nemesis rigging

  • Test and implement mop mechanic

  • Test Dismemberment and if possible implement,

  • Blood decals

  • Path finding

 

Week 5:

 

  • Nemesis animation

  • Start scripting

  • Polish environment

 

Week 6 and any time left:

 

  • Scripting

  • Fixing bugs

 

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