Welcome to 65NORTH, an immersive survival horror game that will test your wits and bravery. In this chilling adventure, players take on the role of Sean, a character trapped on a mysterious and hostile island, navigating through dark corridors, solving intricate puzzles, and evading relentless enemies to secure his escape.

The 90’s, in the middle of the Bering Sea, there is a secret  prison, ruled by a private company who does the dirty job of the  US government. 

 The facility is full of war prisoners, terrorists and condemned  to death. Because of its awkward secret location, the Prison was  created to perform illegal experiments with drugs over the minds  of the inmates. SEAN MARSHALL, happens to be just one more of  the inmates. The living nightmare of being there, turns out even  worse when a strong storm isolate the island, compromising the  power supply and opening a way to escape.

 “Keeping a low profile, staying alive”: The core of 65NORTH, is surviving, and avoiding all enemies. [1] 

 “Fear the inmates”. There are different enemies in the prison with different behavior. Is always better to run than facing the  enemies.[1]

The game can be classified as “Survival Horror”.  

In this genre, the main character has to survive to an uncommon  situation where something really strange happens. To do so, the  main character has to solve puzzles, use items and tricks to  continue his/her way to and unveiling end. Running-away from very  powerful opponents or using the environment to defeat them are  common actions in this kind of games[2].

Some examples of survival horror games are:  

Alone in the Dark (Frederick Raynal, Infogrames, 1992) and  Resident Evil (Shinji Mikami, Capcom, 1995). They where the games that established the basics of the genre [3].

As maximum exponents of the genre, achieving more polished  mechanics and more smart use of the fears psicolochy, are: Silent  Hill (keiichiro Toyama, Konami. 1999) and Project Zero (Makoto  Shibata, Tecmo, 2001). 

Eternal Darkness:Sanity’s Requiem (Denis Dyack, Silicon  Knights, 2002) plays with the psycolochy disorienting the player. 

Modern games introduced the first person gameplay to the survival horror as we can see with Condemned: Criminal Origins (Monolith Prductions, 2005). And redefine the balance between action and fear, 

Dead Space (Glenn Schofield, EA Redwood Shore, 2008) have developed the action and Gore part, meanwhile Amnesia: The Dark Descent (Frictional Games, 2010) explores the absolut fear psycolochy. 

Due to the nature of the game genre, Survival Horror, with violent content is cataloged, the target minimum age is between 17 and 18, as permitted by age classification according to the different countries[4].


The approximate age closes the age range may be around 40-45 years, if we rely on survey data to consumers.


The game will be directed to the public called “Hardcore Gamer” and “Core Gamer” . These two types of profiles known mechanisms play are likely to be challenged by the game difficulty, dedicating the time necessary to overcome the puzzles and challenges. So allow us to develop a good level of difficulty, as befits the genre, without having to enter extensive tutorials and slow learning curve[5].

The game uses a 3rd person camera placed at the back of the main  character. The player has to move in a 3D world going through  a series of different areas trying to get certain objectives to  complete the game. 

 In each area the player has to face different enemies and  situations. The enemies and game mechanics are introduced  progressively in each zone. 

Sound 

 The key point has to be the SFX, creating a terrorific ambient. Heart beating and hard breath sounds will be used when the player  runs for a while or in very dangerous situations, screams and  squeaks will sound everywhere creating disturbing atmosphere.  

Graphics 

 The game will have a dark and realistic look. All the environments  will have a poorly lit unpleasant atmosphere combined with  cold colors to give the feeling of a scary, cold and hopeless  environment. 

 

The game will consist in 9 different areas not clearly defined, it has to give the impression of a complete building not divided  in classic stages. To reinforce that feeling the player has to  pass several times for some of this areas. 

Locations and goals 

 Although in the demo there will be only 3 main locations to be  shown, The Cell Corridor, The Outdoors and The Sewers; the full  game will have several other locations including the Infirmary, The Basement, The Lab and The Dock. 

 The list of zones in order of appearance in the full game, and  the main features of each one, is the next: 

• Menu. The player can choose between different options: Continue  from last checkpoint, new game, settings, credits and exit. • Nightmare. It is a tutorial level in which the player learns to  move the character and we introduce the horror feeling. • Infirmary. Another tutorial level where the player learns to use objects and solve puzzles. 

• Hallway. A short level where the player is introduced to one of  the game enemies, the wanderer, and to a new character who gives  objectives through a radio and leads the game. 

• Cells. The player has to solve a puzzle while trying to avoid  more Wanderers. The Hunter is introduced, it is a hide and run  type of enemy. 

• Rooms. This is the area of other prison rooms like kitchen,  offices, laundry, reception, entry, etc. This area is occupied by a new type of enemy, the Ruler. The player has to use dark  areas and sneaking skills to avoid those enemies while try to  reach the Infirmary again to get the first game objective. We also introduce Dr. Henrick, the enemy in the shadow which control the  other inmates. 

• Outdoors. The game leads the player to to the outside of the  prison. There is a snowstorm, the player has to run against  cold.

•  Sewers. It is a maze level, the player has to find the way while hiding from the Rulers. 

•  Basement. The area has the basement cells, the morgue, the  boiler room and similar rooms, also combines Wanderers and  Rulers. The player gets a key that opens the Laboratory. 

•  Outdoors. Transition to the Laboratory, running against cold. •  Laboratory. The player finds the last objective. •  Outdoors. The Hunter is defeated. 

•  Docks. The player escapes from the island.

 Images  

Alone in the Dark: [Digital image] [Consulted on 2014 Juny  7th] Available at http://www.shdownloads.com.ar/2012/03/alone in-dark-1992-en-hd.html JPG 320px 240px 40.6KB 

Resid ent Evil: [Digital image] [Consulted on 2014 Juny 7th]  Available at http://www.identi.li/index.php?topic=186597 JPG  640px 450px 30.7KB 

Silent Hill: [Digital image] [Consulted on 2014 Juny 7th]  Available at http://www.silent-hill.cz/silenthill1reviewserik. html JPG 1024px 768px 47.4KB 

Project Zero: [Digital image] [Consulted on 2014 Juny 7th]  Available at: http://www.gorgeousgamers.com/forum_topic. php?forum_id=6&topic_id=1730&p=4 JPG 1024px 768px 47.4KB 

Eternal Darkness: [Digital image] [Consulted on 2014 Juny 7th]  Available at: http://www.leelaughead.com/2012/07/03/10-more underrated-games-that-are-actually-overrated/ JPG 533px 400px 36.3KB 

Condemned: [Digital image] [Consulted on 2013 November 3rd]  Available at: http://ve3d.ign.com/images/fullsize/10318/Other/ General/Screenshots/Condemned-Criminal-Origins-Screenshots JPG  640px 360px 57.7KB 

Dead Space: [Digital image] [Consulted on 2014 Juny 7th]  Available at: http://www.shacknews.com/game/dead-space/ screenshots JPG 720px 480px 216KB 

Amnesia: [Digital image] [Consulted on 2014 Juny 7th] Available  at: http://terrorindie.blogspot.com.es/2013/02/amnesia-dark 

descent-full-espanol-iso.html JPG 800px 500px 83.4KB

Information  

[1] TAJERIAN, Maral. Fight or Flight: The neurosciencie of Survival  Horror. Gamasutra [on line] [Consulted on 2013 October 28th] Available at: http://www.gamasutra.com/view/feature/172168/fight_ or_flight_the_neuroscience_.php 

[2] Wikipedia Collaborators. Survival Horror. Wikipedia, The free  encyclopedia, 2013. [Consulted 2013 October 28th] Available at:  http://es.wikipedia.org/wiki/Survival_horror.  

The article does not have a certifeid information fonts or  references, but it offers a suitable genere description that  makes sense, giving some characteristic examples. 

[3] FAHS, Travis. IGN Presents the History of Survival Horror. IGN  [on líne] [Consulted on 2013 October 28th] Available at: http:// http://www.ign.com/articles/2009/10/30/ign-presents-the-history-of survival-horror?page=4  

Published at 2009, due to the publishing date it does not have  the latest titles of the genere which are a truly advance in the  use of the psycolochy of fear to boost the game experience. 

[4] ESRB rating [on line] [Consulted 2013 October 28th] Available at: http://www.esrb.org/index-js.jsp 

PEGI Paneuropean Game Information [on line][Consulted 2013  October 28th] Available at: http://www.pegi.info/es/ 

[5] There is no a clear definition about what is a ‘Hardcore Gamer’, ‘Core Gamer’ and ‘Casual Gamer’. however, there are some aproximations that can help to understand what those terms  means: 

-COLLIS OKONKWO, U. Game Design and Target Market, Gamasutra  [on line][Consulted on 2013 October 28th] Available at: Game Desing and Target Market, U.Collins Okonkwo, publicado en Gamasutra.  

-Wikipedia Collaborators. Gamer. Wikipedia, the free  encyclopedia, 2013. [Consulted on 2013 October 28th] Available at: http://en.wikipedia.org/wiki/Gamer

The Beginning 

Early 90’s, in the sea of Alaska there is a secret prison, one  of the toughest and most dangerous prisons of the world, it’s the  “Grimoore Correctional Facility” (G.C.F.) controlled in secret by a subsidiary company of the United States Army. Full of terrorist,  enemies of the state, traitors and sentenced to death, the prison  takes advantage of the remote location to experiment with the  inmates and experimental military drugs that cause psychosis and  hallucinations. One night a furious snow storm rises, the wind,  snow and cold tests the security system stability, the old radio  tower can’t handle the strong wind and falls directly on to the  main building, opening a big hole in the roof, the prison blacks  out, the security system reboots and the cells opens, releasing the  inmates with the vengeance mark in their faces. 

Nigthmare 

The main character, Sean Marshall, wakes up in a small infirmary, confused and dizzy; he doesn’t remember well where he is, or how  much time he has been unconscious. Sean gets out of the infirmary and walks the dark corridors of the prison, strange echoes sounds  by the empty rooms, Sean it’s not alone, shadows crawls through the  walls, the ghosts are everywhere, they have no mind or mercy they  only exists to kill Sean, he must run, hide, survive, he runs toward  what he thinks is an exit, a door at the end of a long corridor,  the daylight gets through it. He reaches it but it’s closed, he  hears something being him, a giant shadow is walking toward him,  Sean tries to open the door again, but the shadows grabs him by the  neck and all becomes dark. 

Infirmary 

Sean wakes up in a familiar room, it’s the same infirmary of his nightmare, all was an hallucination, Sean remember where he is,  prisoner at the “Grimoore Correctional Facility”, a hell on earth, he remember the injections, the experimental drugs that the doctors  forced into his body, but where is everyone?, he is completely  alone in the infirmary, where are the doctors and the guards? 

Sean gets out of the infirmary, walking down deserted corridors, the walls and objects around him seems deformed and lights blinds him,  still dizzy from the effect of the drug running through his veins;  soon see signs of violence in the rooms, blood stains on the broken  furniture, shell casings, opened and empty cells, emergency lights  flashing on the doors, is a sign that there has been a riot but the damage does not appear to be recent and the absence of security and  riot gear abandoned suggests that the guards did not win the match. 

Soon he finds an inmate, he seems emaciated and ragged, but Sean tries to find out what happened the prisoner only hugs himself he is clearly insane. Finally Sean gets out of the medical pavilion  and he founds the dead body of one of the prison guards , the body  has a buzzing walkie-talkie on him, Sean grabs the radio and manage  to contact with Thomas Hanson, a mysterious man who operates from  outside the prison, he explain the situation to Sean. It has been  a Riot, most of the prison guards are dead and now the psychopath  inmates controls the prison, the prison has been completely lockdown  and isolated from the outside world by the militaries, the supply  of gas which is vital to sustain the temperature of the prison has  been shut down as well, it is impossible to get out or to get in  without authorization, but Thomas offers Sean an opportunity to  get out alive from the prison if he manage to find some top secret files inside the prison, files that could unveil the horrors of Grimoore and bring down the board of trustees responsible of the  experiments.  

Thomas will watch out Sean through the camera system and guide him  with radio instructions as he has remote access to certain security  systems of the prison. To retrieve the first file he needs to gain access to an office in the medical pavilion, unfortunately the door which Sean had access to the medical pavilion is now blocked, there  is another access through the offices area of the second floor, but to gain access to the second floor he needs a level 1 security keycard that the dead guard should carry, however there is no keycard on  the body, so Sean must follow a blood trail that could lead to the  location of the security card as the guard body have clear signs  of a previous fight in other part of the prison. 

The Main Hallway 

Sean follows the blood trail into the main cells hallway, this area  is full of Wanderers, prisoners so hooked up to the experimental  drugs that they have no mind and they only walk without destiny  mumbling and looking for the next dose of drug, like zombies, Sean  has not combat experience and he has no chance against the drug  induced strength of the inmates, Sean has to hide and avoid the  inmates. Seans follows the blood trail to one of the cells but the  door it’s locked, with the help of Thomas he manages to open the  door and retrieve the keycard, once in his hands, Sean heads to  door of the offices area of the second floor, but one of the steam 

pipes has explode, blocking the path with a hot jet of steam, Thomas  suggest that closing the valve of steam, located in the showers  could lower the pressure. Sean enters the showers an is surprised  by a terrifying and enormous figure, a big black men is standing in front of a dead guard body that someone has crucified with chains in one of the walls, the big figure doesn’t seems to acknowledge the presence of Sean, Thomas explains that he is known as Hunter  and that is the most dangerous inmate of the prison, once was a  USMC soldier, but now is just an uncontrollable beast brainwashed 

by the drugs and with a taste for killing and mutilation he has  no shirt and his body, a pure pile of overdeveloped muscles, is  covered in scars, his robes indicates that he was a prisoner once;  Sean can see the Steam valve in the other side of the room, careful  Sean walks toward it while observing the black men, he is just to  concentrate steering the dead guard and Sean manages to get to the  valve and closes it. Immediately the showers start leaking by the  overpressure and the steam covers the room, something moves behind  Sean, Hunter is awake and angry, Thomas tells Sean to run from  Hunter to the office area, Sean runs while Hunter tries to catch him, finally Sean manage to pass the office area door and closes behind him before Hunter catch him. 

The Office area 

Once in the office area the PA Systems activates, and a mysterious voice speaks to Sean, is the voice of the doctor Henrick Drescher,  the former head scientist, this voice reclaims the files for himself and warns sean that if he get in his way he will be suffer the  consequences, Thomas explain to Sean that the doctor Drescher was  once the former chief scientist of the prison, but when the riot  started, he get trapped in the prison, unable to escape, the doctor  managed to keep alive supplying the inmates with the addictive drugs  that only him could provide them. And so the doctor became a kind  of leader to the inmates that were hooked to the drugs but still  remain some self conscience, those inmates are called “Rulers” and are very dangerous because they are organized and patrol several  areas of the prison; Hunter is also one of the doctors men as he  only obey to the doctor, Drescher has made Hunter his own hound  dog; Thomas warns Sean that the doctor probably sent some rulers  to the office area and that he must be careful. 

Once again Thomas is right and Sean has to get through the offices full of Rulers patrols, but once he gets to the Ground floor and gets in the Infirmary Sean start to look for the files, Sean finds a strongbox and Thomas hacks into the office computer until he gets the strongbox code, once Sean opens the strongbox he finds the files inside it, there are various papers with procedures and official informs of various kind, Sean grabs the papers and gets out of  

the infirmary. Thomas contacts Sean again, the other part of the information is located inside the B complex on the other side of  the island, but first he needs a level 9 security card to grant him access to the complex, the keycard should be located at the  basement, to get to the basement he needs to go through the sewers  access, there is a drainage pipe outside the A complex, where Sean  is currently located, Sean needs to find a way outside, Thomas says that there is a hole in one of the cells in the main hallway.  Sean asks Thomas why is he helping him out, who really is, Thomas  explains that he is part of the board of trustees that runs the  prison, a society of the most powerful businessmen of the country, 

helped qith the construction of the prison and installing the  security systems thats why he have access to some of the systems,  Sean seems angry at Thomas, he is one of the means that builded  this hell of a prison. Thomas explains that he didn’t have a choice  at the beginning, his company was in a bad shape and the prison  contract could save it, but once the experiments started and the  people inside started to suffer he couldn’t handle, he wasn’t rise  like that by his father who created the building company, thomas  wanted to end the prison horrors and redeem himself but the society  of businessmen are too powerful and dangerous people so he needed  proofs of the prison activity to ground the society once for all,  Sean finally believes Thomas and he walks toward the main hallway. 

When Sean gets there Thomas opens the cell door and explains Sean  that he must be careful outside, the snowstorm is still going and  outside the temperatures are extremely cold, he needs to find heat sources before he gets frozen to death. 

The Outside 

Sean walks through the snow storm until he reach the cliffs but  suddenly Hunter appears from behind him and tries to kill Sean,  after a short fight Sean manages to throw Hunter down the cliff into the frozen sea, with Hunter dead Sean can safely continue to the  Drainage pipe. Once inside the sewers, Sean must locate the access  door to the basement, the sewers are like a maze and the radio wont  work underground, so Thomas can guide Sean, Sean finally gets into the basement after avoiding several Rulers and the radio signal is  clear again, Thomas is by his side once again; the basement seems  full of rulers as well and something else walks the dark corridors  of the basement, the shadows again…it can be, there are just an  hallucination caused by the drugs on his body, but his touch froze  Sean heart, he needs to avoid them. 

The Basement 

The basement has no power, the corridors are dark and part of the  basement is flooded, the door of the room that contains the security card has an electric lock, in order to open the door Sean needs to  reactivate the power, he needs to activate the emergency generator,  the flood pump and restart the security system. Once done, Sean grabs the security card and heads to the basement garage where a  elevator send him directly to the outside, now Sean needs to travel  across the frozen plains of the island to find the B Complex, but the snowstorm get stronger by the moment so being outside is more  dangerous than ever, Sean needs to avoid exposure to the blizzard  and find heat sources; finally Sean finds the B complex and uses the keycard to get inside.

The B Complex 

The B complex is a bloody mesh, signs of fight and bullet holes are everywhere, once again the doctor contacts with Sean through the PA  system, trying to intimidate him to handle over the files, the place is crowded with the most dangerous inmates of all and with the few  security forces that remain, the guards have guns and they can kill  Sean at sight so he must avoid them whatever it takes; the files are suspected to be in the main lab at the north side of the complex. 

As Sean enters the main laboratory the doors close, sealing the  room, in front of Sean appears a figure, its Hunter, it seems the he survived the fall, Sean is now trapped and can’t escape, the  doctor laughs through the PA system, it seems that this is the  end for Sean, but Thomas isn’t quite sure, he has a plan, if Sean  can survive long enough Thomas can hack into the lab’s computer  and activate the Hazard Substance Security Procedure, incinerating  the whole room but the control chamber. Sean distracts Hunter,  avoiding his attacks at the last moments, finally Thomas manages to break into the computer and tells Sean to get in the control room,  Sean gets in and the door seals, leaving Hunter outside, then the  Hazard Substances alarm go off and the room starts into flames, killing Hunter once and for all, when the procedure is over, the  fire extinguishers activate and the fire dies. 

The Docks 

Now Sean only needs to retrieve the files that should be in a small computer disk, Sean finds the disc and decides to take a look, he is amazed and terrified by the strange and powerful information that the disk contains. As Seans grabs the disk Thomas tells him that  

he has bad news, the military has decided to finish the job and they are gonna bomb the whole place in less than an hour, Sean needs to  get to the docks where Thomas will pick him up in a boat, Sean can  access to the docks by an elevator on the east side of the building  that leads to the docks warehouse; Sean gets into the big warehouse  but is crowded with rulers that are looking for Sean desperately,  the doctor voice sounds through the PA system cursing Sean. Sean  manages to get outside and looks for the boat in the docks but  there is nobody there….Thomas lied, he left Sean to die in the  island…..suddenly a boat motor sounds in the distance and Thomas  appears with the boat, Sean gets in the boat, looks radiant, he  tries to find Thomas in the cockpit, but suddenly a man with a suit and a gun knock him out and drags him into the the cockpit, several  men are in the room with guns, another man is pinned on the floor by one of the armed men, is Thomas that has been ambushed by the  mans from the board of trustees of the prison, Sean and Thomas  looks each other, Thomas apologizes Sean: Another men gets into  the cockpit, and old man with a walking cane, is one of the society members, that explains Sean that the whole prison incident has been  a great experiment, they have learn a lot, and that the drugs that  Sean is carrying in his body will make a great sample to develop  new and more efficient drugs, continuing with the experiments in a 

new research area, Sean is tied and ha sack is putted on his head,  Thomas promises Sean that he will free him out of any place, while  Sean is getting dragged below deck, the boat sails away the island  and the credits appears in the screen. 

The End

Back story 

Sean had a passion for  mechanics and electronics since childhood, this  passion created by his  grandfather, with whom Sean spend most of the time. His grandfather had a small auto shop where he taught the ins and outs of machines.  

The academic performance of Sean was very normal, his grades were not bad but not  

spectacular, except in some areas where Sean stood out such as manual work, never knew quite what to do with his life  as though he was passionate about automotive and classic cars,  did not want to get stuck in the business of workshops as did his  grandfather, Sean looked for emotions and a new perspective, so  once completed the institute decided to enlist in the Army. 

Within the army soon stood as a responsible soldier able to fulfill orders efficiently, with great audacity to resolve issues and a great capacity for learning, and his ability to repair and maintain all  types of electronic equipment earned him a recommendation for a  transfer to the School of Engineers in the Army, which surpassed  all examinations with high grades and learned everything about  encryption systems and network security, a subject in which he  excelled remarkably, deciding his teachers that his skills as  an engineer went beyond simple repair electronic equipment and  recommending for a position in telecommunications. Soon a high position he earned in the section encryption and  communications, ensuring the security of communications networks  army, until an unexpected fault in the security system allowed  an external infiltration into the system and committed the entire communications network and army intelligence, given that a failure  of this type was impossible that was not intentional and that  Sean was ultimately responsible for monitoring and maintaining  the system, all suspicions fell on him and was accused of high  treason and sentenced to life imprisonment in a military prison  in southern USA. His early years in prison went unnoticed until  he was selected to be smuggled secretly transferred to prison  Grimoore in Alaska, where only took a few weeks until the riot  happened.

Personality 

Quite clever with electronic and computer devices, as it is a  telecommunications engineer. Being designed his entire military  career to decipher codes and coordinate communications just  received basic military weapons handling training, having no  chance to defend against other prisoners, having a force enhanced  by drugs. He has never killed anyone so his only option is to  hide. 

Look 

Sean is a man of medium build, with a certain amount of muscle  but without being very muscular, given the short time that has  happened in Grimoore, harsh prison conditions do not yet have  taken him, as sever as other prisoners.  

Physical characteristics 

Physically not very impressive he can travel light and can slip  away unnoticed, size and shape allow him to hide in tight spots  and avoid detection. Sean wears the same uniform worn by other  prisoners just that yours is less worn and has a hood. 

Animations 

Sean fears everything outside his cell and is really afraid of  everyone. He walks without any hurry. Trying to be as quiet and  smooth as possible can really save his life. All his actions will  reflect that. 

As the main character he will be able to accomplish more actions  than any other character. 

Walking Walking Cold Walking Stealth Hold Object Take Radio
Idle Idle cold Rise from bed Throwing Object Talk Radio
Sprint running Open Door Man ual Use key / card Defeated by Ruler Use Notebook
Struggling with  Wanderer Beating Wanderer Defeated by Wan dererDefeated by  Hunter
Catch object Table Take Floor Object Press button Activate Valve

Special Abilities 

Sergeant of the US army, specialist engineer in telecommunications. 

Statistics 

Male. 33 years old. White American. Born in Blane, Minnesota (US)

Back story 

During a raid on a village where a small  group of rebels was spotted, the unit  which he belonged was ambushed by a sniper from one of the village huts. The  sergeant from his unit ordered Marcus  to attack from behind and throw some  grenades inside, at first as they were not sure if the sniper was alone in the  hut, or if there might be some innocent  inside. But the sergeant ordered  fire, so Marcus fulfilled it throwing explosives inside the hut. But when the  smoke cleared and checked the damage,  founded out, that the sniper was not  alone in the hut, but with some of  the villagers. The sniper used a human  

shield, elderly women and children now laid at the foot of Marcus, like broken  bodies. This may have been too much for  Marcus, something changed in him and  became a distant person, increasingly began to be less scruples,  abusing force unnecessarily, passed from unit to unit until  one day during a raid, killed his entire unit after a little  discussion with his Sergeant.  

After that, he had a war council where he was found guilty,  dismissed from the army in disgrace, sentenced to life imprisonment  in a military and forced to attend a psychological examination  jail, given their high propensity towards violence and emotional  imbalance I was sent to prison because of their Grimoore high  viability as a guinea pig for new drugs that potentiated the  physical capabilities and obedience of the soldiers. Marcus  had always a strong physique, but inject drugs and potentiated  developed muscle mass, became a huge mass of muscles without  any empathy for others, which together with drug submission,  made him a killing machine perfect and obedient, with a small  disadvantage, the stress of the drug in the nervous system is  such that the subject is continually beset by severe pain that  can only be calmed with a new dose of the drug, making it highly  addictive. After the riot happened in the prison chief scientist  Dr. Henrick, use this trick to turn Marcus in his own personal  bodyguard and dog prey, sometimes even their homicidal instincts  emerges, killing all who stand in your way, including their  peers, Marcus is now little more than an animal that only obeys  Dr. Henrick. 

Personality 

Killing, having fun with the suffering of others, obey the orders  of Dr. Henrick, to obtain more drug to stop their pain.  

Look 

The kind of person that makes you want to stay at home with all  the cast latches, is unstable and has violent tendencies, drugs  to enhance physical performance have become a mass of muscles,  despite the cold Hunter seems often to ignore it and go without  any shirt on. 

Physical characteristics 

Physically quite impressive he could be a big forward basketball  player because of his height, but also a good cast to perform any  Hulk movie. He wears twice shackles more than any other inmate,  the veins all over his body and his dark red eyes are a living  proof of what the drugs have made to him. 

Animations 

He’s really angry like a bomb about to explode. He will show  

determination in every move. 

Idle Roaring Walking Killing Sean
Run Catching Sean Searching

Special Abilities 

Former U.S. marine, infantry support,  serving in Iraq during Operation Desert Shield. Reason for entry into prison:  murder, insubordination 

Statistics 

Male, 38 years old. Afroamerican. Born in New Orleans, Looisiann (US)  

Back story 

The most common inmate in prison is the wanderer. His mind was lost in drugs long time ago.  Who he was, and why is here it was long time ago lost in time. 

Personality 

Madness and aggressive behavior.  Fear expressions, violent  movements… Or maybe just a  quiet shell of what a days used  to be a person. Every Wanderer  is different and his reactions  are quite unpredictable. 

Look 

The freezing weather, the experiments and the conditions inside the prison make inmates look wasted. They wear the GFC inmate uniform with shackles just Sean does, but their uniform is dirtier by any means. 

Physical characteristics 

Physically just a shadow of what they were. They resemble a concentration survivor. Living corpses of what used to be a man. 

Animations 

Wanderers are really like zombies. They will wander around absorbed  in their own thoughts, but will get very nervous if you approach  their comfort area. 

Idle Crying Walking Killing Sean
Attacking Wrestling Sean Moaning Lying down

Special Abilities 

He will try to kill you by socking your throat. 

Statistics 

Male. Something in between 20-40 years old. White American trash 

Back story

Some of the inmates are not really that wasted because of  drugs. They maybe need them but are not unintelligent.  They will follow Dr. Einrich orders to catch you and  kill you because he will provide them with drugs. 

Personality 

They are quite nervous like any cocaine addict. They  will patrol any given area quite fast but will care  quite few for details. 

Look 

The freezing weather, the experiments and the conditions  inside the prison make inmates look wasted, but not as  much as the Wanderers. They also wear the GFC uniform,  but are disguised with the former Guards Jacket. After  chasing them and killing them, they wear their jackets  as a trophy and a signal of their current status quo.  They only wear shackles in their ankles. 

Physical characteristics 

They are about the same size as Sean, maybe a little  skinnier but with the jackets on, they seem bigger at  least the torso. 

Animations 

Rulers are always in need of goals and they show  movement even while they are waiting. 

Idle Killing Sean Walking
Attacking Wrestling Sean Moaning

Special Abilities 

He can try to kill you by socking your throat. 

Statistics 

Male . Something in between 20-40 years old. American 

Back story

GFC Guards runaway short after the incidents, are at least most of  them. Some were left behind and were chased down by the inmates.  They murder them and took all of his cloths, leaving them just  the underwear. 

Look 

They are beaten to death so they have scars and blood all over  his body. They only wear very basic Alaska officer underwear. Physical characteristics 

They were maybe a little taller than the regular inmate, but also  quite slim. 

Animations 

Guards will be found dead in several static positions. 

Statistics 

Male. Something in between 20-40 years old. American

Back story 

Born in Australia but raised in the U.S., Thomas was the son  of a small businessman devoted to Construction, at the death of  his father Thomas inherited the business and decided to take it  forward, launched many projects that raised the small business to  be at the top of construction companies in the United States. But  the good thing came to an end a few years later, due to movements  in the stock shares of Construcciones Hanson plummeted plunging  the company into an economic crisis bordering on bankruptcy,  everything seemed to go wrong until a former colleague made him  bid, was to remodel an old prison in the Bering Sea and Thomas  wanted to change oversee construction Thomas a seat on the board,  made up of the finest moguls and personalities, would win and 

receive a substantial return benefits to put your company among the best and most popular, was a sure thing as there were direct  subsidiary of the government. Thomas accept without thinking, it  was much later when he realized that it was actually Grimoore,  but once inside it was impossible to get out, if he did, the  rest of the board would ensure ruin your life and even kill it  for secrecy of Grimoore, so Thomas had to endure, but remorse  gnawed it every night, his father had not raised well, so when  the mutiny broke out Thomas saw an opportunity to tell the world  all about Grimoore and end nightmare, but that needed testing,  which were within the same prison, now sealed up tight.  

Personality 

Thomas is another hand in the shade guiding Sean via radio, their  refuge is in a boat anchored not far from the island, from where  he helps Sean because due to his position as a member of the board  is holding flat of the island and limited to certain functions of 

prison security access, and you can monitor the activity of Sean  through access to some security cameras. His weapon is the Sean  himself who helps you to recover information that could topple  the rest of the board of Grimoore. 

Look 

Thomas is a middle-aged man, with refined taste for girls, is the representative image of an executive or major broker, typically  dress in expensive suits in public, but he likes to go casual  when you have the opportunity.

Back story 

Son of a wealthy family in the northern Netherlands, Henrick  was always a privileged mind even in his childhood, learned to  read and write before any of their school and 7 years and played  the piano and violin as well as anyone. But the area that was  most fascinated Henrick chemistry, since his father bought him  a small chemistry set, Henrick spent the day between samples  synthesized substances and discovering the secrets of nature,  later when his family joined a prestigious private school for  boys, he could begin to develop their true potential among the  best chemistry teachers in the country, who quickly realized the  talent and passion of the boy. Soon his passion turned to goal  and was thus a place earned at the University of Groningen, where  he excelled far ahead of their peers, but in the second year  something changed, Henrick became interested in the chemistry  of hallucinogens and drugs generally fascinated as they could  affect the behavior of the human brain. He began writing a series  of articles with daring and wild theories about the creation of  substances that could affect the human brain in such a radical  way that would able to unlock their full potential, quickly was  branded by his colleagues as a fantasist crazy more interested  in real progress impossible goals. But when graduation arrived,  Henrick presented a thesis that could revolutionize the world of  the pharmaceutical industry, with its investigations of substances  that allow better concentration on the subject and how it might  apply to law enforcement for greater efficiency; soon went from 

being a laughingstock to be one of the most important doctors  Pharmacobiology planet, universities, hospitals and research  centers raffled him and that’s when you come in contact with Grimoore Correctional facility. 

Personality 

A scientist advanced in years that his passion for science  overcomes its moral barriers, doing anything for progress, where  the end justifies the means. Henrick is a hand in the shade so it does not come out of their shelter and is almost never seen, his  weapons are his followers which has suministración controlled by  drug and would do anything for him.

General Movement 

Walk 

The player can walk using WASD. 

The player is walking by default. 

Walking makes moderate sound. 

Charge 

The player can charge using SPACE. 

The charge has maximum duration of 3 sec. 

The player has to rest after the maximum duration. The charge makes loud sound. 

The player moves faster. 

When the player is running, the camera zooms out and shaking.

Crouch 

The player can crouch using Ctrl. 

The player enters to stealth mode. 

The charge makes no sound. 

The player moves slower. 

When the player crouch, the camera zooms to the shoulder. 

Other Movements 

Interacting with Objects. 

Picking up objects 

Certain objects are coleccionable. 

Certain objects can be used to open doors. 

Certain objects can be throwed. 

The player pick up objects with LEFT CLICK. 

Using objects 

The player can open doors with objects. 

The player use objects with LEFT CLICK. 

Throw objects 

The player can make noise throwing objects. 

The player use objects with RIGHT CLICK. 

Interaction with environments. 

Press Button. 

The player can press buttons with LEFT CLICK. 

The player can open doors. 

The player interacts with puzzles. 

The player can get a limited number of throwing objects. The player can get those throwing objects from a pile. 

Actions. 

The player can defend itself from wanderers. 

The player can attack from behind to rulers and wanderers.

Red Bold: marks the main objectives in long term 

Blue: Marks secondary objectives in short term,  objectives usually needed to advance and being  able to complete a main objective. 

Bold and under lined: Marks active and priority objective at the moment. 

The Core objective of the game will be to stay  alive while you try to escape from the prison 

The main objectives are the following: 

-To retrieve the First file from the medical pavilion 

-To retrieve the second file in the laboratory of  the B complex 

-To handle the files to Thomas on his boat and  escape from prison 

The Main and secondary objectives are the following  in chronological order 

Location: Nightmare 

 Sean is in a nightmare and he needs to wake up

Main objectives: 
-Get out of the prison

-Get out of the prison  

Secondary Objectives: 

 *Avoid the deadly shadows 

Location: Infirmary, Ground Floor 

 Sean wakes up in the infirmary unkown of the prison incident 

Main objectives: 

-Find a way out of the medical pavilion The infirmary door is locked by a combination lock Main objectives: 

-Find a way out of the medical pavilion Secondary Objectives: 

 *Find the code of the infirmary door 

Location: Medical pavilion-Cells Corridor 

 Here Sean meets Thomas that give us the main  objectives of the game

Main objectives: 

-Get out of the prison  

Secondary Objectives: 

 *Avoid the deadly shadows 

Location: Infirmary, Ground Floor 

 Sean wakes up in the infirmary unkown of the prison incident 

Main objectives: 

-Find a way out of the medical pavilion The infirmary door is locked by a combination lock Main objectives: 

-Find a way out of the medical pavilion Secondary Objectives: 

 *Find the code of the infirmary door 

Location: Medical pavilion-Cells Corridor 

 Here Sean meets Thomas that give us the main  objectives of the game 

Main objectives: 

-Retrieve the file on the infirmary office 

Secondary Objectives: 

 *Follow the bloodtrail, find the keycard

Location: Cells Main Hallway, Ground Floor The blood trail ends in a closed cell Sean needs  to open the cells 

Main objectives: 

-Retrieve the file from the Infirmary office 

Secondary Objectives: 

    *Follow the blood trail, find the keycard  *Go to the control room and open the cells 

Now we got the key card and Thomas contact with  us, Sean needs to get to the medical pavillion  through the second floor offices area. 

Main objectives: 

-Retrieve the file from the Infirmary office 

Secondary Objectives: 

 *Access to the Offices area 

Location: Cells Main Hallway, Second Floor   The Offices Area access door of the second floor is blocked by a steam jet, Sean needs to low the  steam pressure, Thomas contact with Sean to guide  him. 

Main objectives: 

-Retrieve the file from the Infirmary office 

Secondary Objectives: 

    *Access to the Offices area 

 *Go to the showers and close the steam valve 

When Sean closes the valve Hunter appears Sean  can’t fight him, he needs to escape.

Main objectives: 

-Retrieve the file from the Infirmary office 

Secondary Objectives: 

      *Access to the Offices area 

 *Run from Hunter! 

Location: Offices area, Second Floor   The Offices Area is full of Rulers, Sean need to pass through them and go to the medical pavillion  on the ground floor. 

Main objectives: 

-Retrieve the file from the Infirmary office 

Secondary Objectives: 

 *Go to Ground Floor, access the Infirmary 

Location: Infirmary, Ground Floor (2) There are a few wanderers in the infirmary, the office is just ahead, Sean enters the offices and retrieves the file Thomas is looking for, we have completed the first main objective Thomas contact with Sean with a new objective, he needs to go  to the B Complex through the outside to retrieve  the second file, but he gonna need a Maximum level security card that should be located on the basement  of the A complex, where Sean is, he needs to gain  access to the basement through the sewers, there  is a drainage pipe in the cliffs outside the A  complex, he need to find a way outside.

 Main objectives: 

 -Retrieve the file from the Infirmary office  -Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Get back to the Main Cells Hallway,  find a way outside 

He manages to get outside by a hole in one of the  cells that Thomas opens for him. 

Location: Outside 

Thomas contact with Sean to explaining him that  there is extremely cold outside and that he needs  to find heat sources to stay alive, Hunter has follow Sean outside, they both fight and Sean manage to make Hunter fall from the cliff. 

Main objectives: 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

*Find the drainage pipe 

Location: Sewers 

The sewers are like a maze and the radio wont  work underground so Thomas can’t help Sean, we  have to find the exit while he avoids the rulers that patrol the area. 

Main objectives: 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

*Find the basement entrance

Main objectives: 

 -Retrieve the file from the Infirmary office  -Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Get back to the Main Cells Hallway,  find a way outside 

He manages to get outside by a hole in one of the  cells that Thomas opens for him. 

Location: Outside 

Thomas contact with Sean to explaining him that  there is extremely cold outside and that he needs  to find heat sources to stay alive, Hunter has follow Sean outside, they both fight and Sean manage to make Hunter fall from the cliff. 

Main objectives: 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

*Find the drainage pipe 

Location: Sewers 

The sewers are like a maze and the radio wont  work underground so Thomas can’t help Sean, we  have to find the exit while he avoids the rulers that patrol the area. 

Main objectives: 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

*Find the basement entrance

Location: Basement 

The basement has no power and the lock of the  room, where the card is located, is electric,  also part of the basement is flooded Sean needs to activate the emergency generator, the flood pump and restart the security system. He needs to avoid  the patrols of rulers and the shadows as the  hallucinations are striking Sean again. 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Find the level 9 key card 

 *Activate the security door system  1) Activate the emergency generator       2) Activate the flood pump 

 3) Restart the security system 

Finally Sean have the level 9 security keycard,  Thomas contact with him again, Sean need to head  to the B Complex, but to do so he have to get  outside again, fortunately now that the security  door system is activated we can get out to the  outside from a elevator in the basement, we head to  the basement garage where the elevator is located  and we get outside. 

Main Objectives 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Use the garage elevator to get outside

Location: Outside (2) 

The snowstorm is increasing his force by the moment,  Sean needs to find the B complex before he froze to death. 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

*Find your way to B Complex through the snowstorm 

Location: Complex B, Auxiliar Laboratories,  Ground floor 

Seans manage to find the B Complex and enters into the building, the place is full of Rulers and some  security forces that have survived to the riot,  they have weapons and can kill Sean at sight Sean  must avoid them at all cost, Thomas suggest by  radio that the files should be located in the main lab north to the entrance of the building. 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Get into the main laboratory 

Location: Complex B, Main Laboratory, Ground  floor 

Seans gets into the main laboratory, but Hunter is  waiting Sean inside, Sean must kill Hunter once and  for all to get the files, the doctor locks down the main laboratory so Sean can’t escape the room, but  Thomas has the idea of using the Hazard Substance  Security System to kill Hunter, Sean only has to  survive while Thomas hacks into the system.

Main Objectives 

-Retrieve the second file from the B Complex 

Secondary Objectives: 

 *Survive Hunter long enough 

  Once Hunter is dead, Seans retrieves the files, then Thomas calls Sean to tell him that the  militaries are gonna bomb the island he must get  to the docks before so, he can use an elevator  located at the east side of the B Complex to get  down to the docks. 

Main Objectives 

-Retrieve the second file from the B Complex -Get to the docks before the bombing 

Secondary Objectives: 

 *Go to the elevator on the east side 

Location: Complex B, Docks warehouse The big warehouse is crowded by rulers that  are looking for Sean, Sean must get outside the  warehouse before the bombing. 

Main Objectives 

-Get to the docks before the bombing 

Secondary Objectives: 

*Find the way outside

Location: Outside, The docks 

Finally Sean manages to get outside before the  bombing and he is picked up by Thomas in his boat,  the game ends. 

Main Objective 

-Get to the docks before the bombing 

 End of the Game

Levels, demo. 

Cells area and Outdoors. 

The pavillion has this layout. 

Awakening

1. Sean wakes up in his cell. 

2. The player goes to D1 corridor and the old corridor scene: a. A death guard body with a blood trail leading to the exit door. b. A radio emitting noise over the corpse. 

c. There is a Wanderer close to the corpse. 

d. Sean takes the walkie talkie and meets Thomas. He explains  everything in a Cut Scene. 

e. Sean must get some information and Thomas will take him out  of the island. First he is supposed to get a keycard (or other  type of key) from the guard body but the key is missing, he has  to follow the blood trail to find it.

3. The Cut Scene can be: 

a. Camera always with movement in different shots. 

b. Sean talking from different angles. 

c. Corpse views. 

d. Wanderer approaching to Sean. 

e. Overviews of the Cells pavillion. 

4. Once the Cut Scene has finished, the wanderer is next to Sean. The WandererQTE starts. It is the first QTE, if it’s possible we can make it easier. 

Starting the puzzle. 

5. Sean should follow the blood trail . The player goes into the main space of the pavillion. The blood trail crosses the room and  leads to the A1 Corridor door. It is locked. 

6. The player can go upstairs, and go back downstairs the stairs are not closed. But they are closed for the basement, the player  can not go to the basement. 

7. The player has to move between wanderers.  

8. Doors locked and unlocked and what the player can find at the unlocked places, Wanderer disposition:

9. When the player tries to open the A1 door, Thomas tells about  going to the Control Room and unlock the doors. The player can  do this without the intervention of Thomas, and without trying  to open the A1 door first. 

10. The doors unlocked, new things the player can find at the cells, and wanderers placement: 

Reaching A1. 

11. Now the player can throw objects and make the wanderers move.

12. The A1 door remains locked. The player has to go to A2 zone  in order to see a hollow in the wall of A1. Thomas tells this  just after the player tries to open the door. Not about the  hollow, just to go to the upper level where maybe can find a 

solution. 

13. A2 is protected by two wanderers. The player can’t provoque  a QTE, he has no possibility against two of them. He has to take  one of the objects and make one of the wanderers move. They will  be separated. 

14. Inside A2, the player can see the hollow and a new conversation  with thomas reveals the next step. The steam has blowed up the  wall, Sean has to rise steam pressure at the Steam room, and  close the valves in C1. This will cause the same effect and open  a hole on the wall. 

Release Steam.  

15. The player should go to the Boilers Room at the second floor, it has to be unlocked from the Control Room. Inside the room the  valves that free the steam pass should be opened. 

16. Now the player should go to the C1 corridor and close the valve. 

17. When closing the valve a sort of teapot whistle starts. It  is like a timer, it becomes more intense as the time goes. After  some seconds (the necessary time to let the player go out) the  pipe explodes. If the player remains in the room, Sean dies.  This way we avoid doing the explosion and the wall breaking in  real time. 

18. The explosion modifies the environment. Opens the hole and locks the access to the Exit Door with a steam leak:

19. The player can go outside. It will be a closed and small  area, just the necessary to let the player go to the A1 area.  We introduce the effect of the cold. 

20. Find the keycard in one of the cells of A1. Return using  the same way, returning to the cold outside. 

Reaching the Exit Door. 

21. Now the player can open the Exit Door but can not reach  the door because of the steam escape. Thomas gives to Sean a  new clue, to decrease the steam pressure opening the showers. 

22. The Showers were closed, but with the key, Sean has  access. 

23. Into the Showers room, the player finds Hunter. He is watching a crucified guard on the wall, he doesn’t notice about Sean.  

24. Once the showers are switched on, the room gets filled with medium heavy steam clouds. Camera changes for a moment and  shows the steam leak that locks the Exit decreasing.  

25. When Sean tries to get out of the water area a Cut Scene starts: 

a. Sean walks slowly. 

b. The camera shows the steam cloud behind him. c. The Hunter appears from the steam and roars towards Sean. 

The Hunter. 

26. The player must escape from the hunter. 

27. The Hunter walks faster than Sean but he does not run. 28. Sean can run for a certain time, after that he needs more time to restore his breathing. After running the player  won’t be able to run for some seconds (15? 20? more? less? the longer you run more time you need to restore energy?l).  We won’t let the player use this all the time. WORK ON THE  MECHANIC. 

29. Hitting a Wanderer during the run… WORK ON THE MECHANIC 30. If the player tries to open the exit door directly, the  time needed to open the door gives the Hunter time to reach  Sean’s position and catch him. 

31. The strategy is finding one of the corridors at first level, B1 as an example, enter in one of the open cells and close the  door. The Hunter enters the corridor and starts looking for  Sean, faces one of the ending cells, which will be locked.  The Hunter must hit only the locked doors, this way we will be  sure that he allows the player get out the cell. If he stands 

in front of the cell where the player is hidden, the player  will never be able to get out of the cell. 

32. While the Hunter is hitting the door, the player should  use Sneaking skills to get out of the corridor. Once in the  main space he can go to the Exit Door and open it. 33. Posibilidad: Thomas va guiando a una celda concreta con  instrucciones rápidas. 

Sewers. 

It is divided in three levels, a big transition space in the  middle surrounded by puzzle rooms, and enemy areas. 

Entering the Sewers. 

1. The player has to find the room with A to open the door to the central area.  

2. The way to A should should be hidden. It should be a place to set some scaring points. Central area. 

1. It has three levels, the player can see the whole room  height from any floor. 

2. The initial floor is the middle one. From this point there are three possible ways: The stairs, entering room E and  going back. 

3. The player can see the exit, but its locked. 4. Inside the stairs, the way upstairs is locked (broken  stairs or assets blocking the space), the player should go  through Room E for going to the upper level. 

5. The player can choose going to E or going downstairs.

6. Thomas will help explaining the situation, and giving the objectives to unlock the exit door. The proper order of  events according Thomas instructions is: going downstairs,  reach room B, unlock the exit door. B needs to reach rooms  E and F first. 

Lower level. 

1. If the player choose going downstairs, it is the  2. There are two possible ways to reach the B room. The  player can choose. Each one should have a different situation  with the enemy Ruler. WORK ON THE SITUATIONS. 

3. When the player reaches B, find that going to E y F is necessary. Thomas tells how to go there. 

4. We close the way the player uses to reach B, giving just  one option for leaving the room. 

5. The player returns to the middle level.

Crossing E. 

1. Once in the middle level the player must enter the room E  and find a situation with Rulers. 

2. Passing the Rulers the player reaches a corridor that  leads to the upper level. 

C and D. 

1. In the upper level the player should unlock something at  C and D.  

2. To reach both rooms the player must walk through a Rulers  area. 

3. After visiting C and D the player should return to room B  at the lower level. 

4. Possibility of adding a shortcut from this level to the  room B, without repeating the puzzles. 

5. From B the player can unlock the Exit Door. 

Here we are going explain what can do the character in the  game. Starting per the basic movement as the freedom the  character will have. 

6. Won’t be enemies at the corridors when the player exits the room B. Can reach the exit without problems. 

Menu milestones 

On the screen is displayed the game title and the menu options:  Continue, New Game, Options, Credits, Exit. 

1. Continue: selecting this option the game starts from the  last checkpoint. 

-New Game: the player starts playing from the beginning. -Options: select this option to configure the game. 

-Credits: entering here the player can read the development  team names. 

-Exits: This options ends the game and returns the player to  the Operating System.  

2. The main character appears sitting on a chair. The chair have  some untied belts. 

3. The camera is rotating around the character and it is softly  blurred. 

Loading screen milestones 

1. Pressing the New Game or Continue option from the menu,  the camera focus and starts approaching to Sean while he  stands up. 

2. The room is totally dark except for a spotlight which  follows Sean. 

3. While loading, the player can walk around. The room is  endless. 

4. Once the loading finishes, a new light appears, lighting up a closed door and a small area in front of it. 

5. When the player enters the door, the level (new or continued)  starts. 

 Nightmare milestones 

1. Choosing New this is the first area the player finds. It is a straight corridor poorly illuminated. 

2. Shadows appear through the walls trying to harass and scare  the player. 

3. At the end of the corridor there is a jail door and behind  it there is the exit door. The daylight is beyond that exit  door. 

4. The jail door is locked, when the player tries to open it,  a large shadow appears behind him (SHADOW HUNTER. It comes  closer and catches SEAN. Fade to black. 

Infirmary Milestones 

1. SEAN wakes up at the infirmary. 

2. The infirmary has a closed office which will be unlocked using a keycard, there are two more doors that seem to lead to other  areas of the prison, both are blocked. 

3. On one side of the room there is a keypad with a sign  explaining that emergency doors are automatically locked and can  only be unlocked by inserting the code into the keypad. 4. The code is located inside one of the offices, but the office is closed. Through the glass you can see the code written on a  blackboard in the office. 

5. When the code is entered, the door to the hallway will open. 

1. In the hallway there are two paths in both there is a trail  of blood, one leads to a large barred door that is closed. 2. The other is a narrow corridor where the enemy WANDERER  is presented, and takes place the RADIO SCENE where THOMAS is  introduced, SEAN takes the radio and the map and the objectives  are presented. 

3. The next step takes SEAN go back to the barred door that  THOMAS has unlocked now. So the player can access to the cells  hall. 

 

Cells floor 01 milestones 

1. There are several WANDERERS spread all over the room, the  acces to the second level is not allowed yet. 

2. Along the area there are 13 cells 

– The cells will measure approximately 4 m wide x 4m long. 

– There are 5 unlocked cells, 3 locked cells and 5 more unlockable froma a control room. 

– There is a collectible document in one of those unlocked  doors. 

3. You will need to enter the control room and unlock the five doors. Inside the new unlocked doors: 

– There will be 1 empty. 

– The other 4 will have a frightneing scene to scare the  player. 

4. The player should visit those new unlocked doors. It doesn’t  matter the order. At the third the player shave to find a KEY CARD. 

5. THOMAS will contact SEAN and will tell him how go to the  second acces of the infirmary, trought the 2nd floor. 6. The player must go up to the 2nd floor. 

Cells floor 02 milestones 

1. On this floor there are a couple of important doors: – One leading to the office area, locked by a steam column. – And the other goes to the showers. 

2. THOMAS tells to reduce the steam presure opening the hot  water at the showers. The player should go tot he showers. 3. Upon entering the showers appears the Hunter. 

4. Hunter is staring at a crucifixed guard. 

5. SEAN closes a valve. The showers start working and the area  is fullfilled of steam. At the time Hunter starts screaming. 6. When the player tries to leave the room starts a shor cut  scene: the Hunter appears from the steam and moves towards SEAN  trying to catch him. 

7.At this point, you have to run and try to get to the exit  door (recently unlocked without the steam). If the hunter  reaches you it jumps the sequence in which he gives you death. 

– The Hunter is unstoppable, if you catch, you die. Follows  a predetermined path like a train. 

– If you manage to get to the unlocked door closing behind  you. You run away for a while.

Office area milestones 

1. A corridor, almost identical to the Ground Floor. Access  to the dining room is closed. And corridor leading to the  elevators do not work. 

2. Rest room of the guards. Contains office furniture. A locked door and a conduct. 

2. Going through conduits is heard a conversation between two  RULERS. Because the Doctor wants SEAN. 

4. SEAN would pass by the rooms reaching the other entrance of  the Infirmary. 

Return to infirmary milestones 

1. With the security card now you can open the door. 2. Inside the room the dead bodys are awaken and walking  slowly. You must be silent and go into the main office with the security card. 

3. Inside the office SEAN founds the disk with the information that THOMAS asked. Then you go back to the administrative zone. 

Prison corridors 

1. THOMAS contacts you, telling you that you have access to  the basement to recover a key card that allows you to access  the main lab, the main entrance is locked, but can be accessed  through the sewers, on the outside. 

2. To go outside you have to use a hole in one of the closed  cells, THOMAS will open it for you. 

3. THOMAS open up the cell and let you know how cold it is  outside, telling you that you look hot spots and you head  towards the southern cliffs.

Outdoors milestones 

1. SEAN reaches the outside and is seen a great snow storm,  showing the mechanic of cold and hot. 

2. The player must cross the frozen wasteland following a path  of beacons. 

3. Gradually the player is freezing and can even die, to  recover will have to find other sources of heat. 

4. Approaching the cliff leap into a cinematics in which you  can see running towards SEAN HUNTER as it tries to escape  slowly through the snow. 

5. At the end HUNTER reach SEAN pouncing suddenly upon him,  then activate a QTE where you will tell the player to press a  button, if not successful in time, die, if successful, dodge  HUNTER who falls off the cliff . 

6. Once the Hunter fall off the cliff SEAN can continue safely  to the sewers. 

Sewers milestones 

1. Sean finally enters the sewers. A dark and wet environment. 2. He will need to evade the guards to reach the cell’s  underground. 

3. By the way, he will find locked doors, doing puzzles will achieve to unlock the security system. 

4. When needed he will be forced to fight the guards, but he is not strong. 

5. At the final of the sewers will be back in the block cells, but in the underground part. Where the worst prisoners are.  

Basement milestones 

1. Now is in the basement cells, we will need to go through  the guards and reach the room where the servers are located. 2. Part of the basement is flood so he will need to activate the water pumps. 

3. Now he can take the card to unlock the laboratory.

Cells and outdoors milestones 

1. Now return outside and doing the same mechanics of the  outdoors will finally reach the laboratory. 

Laboratory milestones 

1. The strongest survivors are protecting the most important  information. That one that would give SEAN the freedom. 2. Here will find lots of guards and doors locked, and puzzles to reach the final room, the most protected room of the island. 3. The Hunter who is still, surprisingly, alive is guarding the  information. Using the environment of the rooms SEAN would be  able to kill him definitely. 

4. SEAN now with the file receives orders to go to the dock. 

 Docks milestones 

1. The protected tunnels will guide you to the Dock. 2. But William still has some guards alives and dont give up  his work. SEAN still need to have care of the guards. 3. A countdown begins when THOMAS tells SEAN that a bombardment  is coming. The island is going to be destroyed.  

4. Running and evading the finals guards you will reach the dock. 

5. Thomas is waiting for you, and you finally go inside the ship and run off the island.

The game will try to scope into immersion. User interface elements  should be as unobtrusive as possible to minimize clutter and  allow the player to have a clear view onto the action, trying to  be as cinematic as possible, knowing this will bring some risks  in the pursue of a realistic experience environment. Very few  parts of the game will have unrealistic pop up information that  only the player will be able to see. All the possible information  will be placed in the world so the player feel like the character  and all the other NPC are able to see it. 

We will only be feeling the game Interface in the very first steps of the game and through the menu. 

Tennis for Two(1958) was the very first game without any HUD, and also one of  the very first  games. 

The heads-up display (HUD) shows the game screenshot of what the  user will be seeing to aid in his/her in-game experience. Information like score, health, time has been on screen almost  since the beginning of video games, there has been always games  without it but more or less the few. Some HUD-free games have been  some simulators like Test Drive, F18 or even Moonraker for the Atari. But the very first game to use it to enhance the cinematic feeling it has to be “Resident Evil”, maybe “Alone in the Dark” came early, but his textureless polygons just felt like the  entire game was indeed a HUD. 

Resident Evil did have some menus,  but while you were playing it the only feedback of your health was the animation of the main character as well as some decals of blood. In the early 2005, Peter Jackson’s 

King Kong game didn’t feature any HUD, this crucial design decision, almost unheard of at the time,  

eliminated the barrier between the game-engine story sequences and the actual gameplay. The ammo you have  left you had to count it, and there  was no place to see any unrealistic  HUD. 65NORTH will display a clean screen with non other elements than a third camera showing us  the player in his journey throughout 65NORTH. Removing the heads up display is most likely to add a bit of difficulty and realism to the game. Some games have to show the player some information  like the compass, ammo, batteries or even the life of the player,  since we are going to avoid any weapon, or almost every item,  there are no needs in showing an unrealistic icon of those in  screen. 

Your items will be a walkie-talkie, which will glow and shine  when a messages will be avaible and then you will listen to it,  as well as read it throughout the subtitles. 

The other main item will be your fanny pack, where you will  storage any collectable item as well as any info and objectives.  Ultimately there’s no need of a health bar system because every  threat will likely kill you. 

When you collect a bottle you will hold it in your hand. You can  only pick up one, and will be always visible in your hand until  you launch it .

‘Menus’ in 65NORTH are user interface elements that expect input from the player, rather than simply displaying information. Menus  are modal, i.e. all input is routed through the currently active  menu until it is closed. Menus called for by the user interface  design are: 

Title screen/main menu 

Settings menu 

New Game menu 

Continue last game menu 

Credits 

Exit 

While playing you can also open your notebook and navigate by  some options. (In game Menu) 

Map: You will visualize the floor and the room you are in, as well as current objectives and main goals. You will  be also able to navigate through the different maps. It  is quite important to point here that these is not a map  inflated with some kind of magical GPS built-in, in other words, this map while not be displaying LIVE data, only  annotations written by the main character or the previous  owner. 

Current Objectives: A list of completed objectives as well  as the ones still to complete. 

Read Log: Read the diary of the lived events in the story  of the game. 

Save Game: Allows the player to save his current progress. Load Game: Allows the player to load a previously saved  status. 

We will use different volumes to enhance the different scenarios  in the game. The post process will always desaturate everything.  The eye adaptation will adapt to a value extracted from the  luminance histogram of the scene color. The value defines the 

lower percentage of the histogram that is used to find the average scene luminance. We want to avoid clamping of the bright image  parts so it is best to ignore most of the dark areas, 85% of the darks. And 90% of the lights.

The game will use a 3rd person camera placed at the back of  the main character. We will try to step back a little from the  classical Resident Evil series, with cinematic cameras showing us  the game. Instead we decided to have a camera like the one shown  in Batman Arkham series or even the new Resident Evil saga. This  decision is made because even now-a-days survival horror games  use mostly a First View Perspective, we thought it should be more  clear for the player to see have also  

While the player is static the camera will show most of the  character, something a little bit further than what is called  an “American shot” or medium-long knee shot. The character is centered in screen Fibonacci style. 

When the player is walking the camera will step back a little bit,  and starts to center the character  

in the middle of the screen. 

If the character is running, the camera will gain more distance showing us more of the character  

to a full shot. 

If you pick up a bottle and prepare to launch it you will get a zoom into Sean’s back very close, the camera  will focus in your hand leaving  your character to the far left of  the screen, and quite unfocused. 

There is also a different and  unique perspective when you enter  combat mode through a quick time  event. The camera may spin shake  or rotate in pursue of giving a  more vivid experience.

Uncharted, close camera Batman, perfect shot 

Red faction, american shot 

In the game we will take advantage of the new Unreal Engine  feature, the use of IES profiles. The IES system allows us the use of a real lighting simulating system used by the Lighting  Industry itself. Those materials are quite less expensive than  Material lighting functions, because they only add a few lines of  code not a full complex material. Being a dark survival game the  use of the light it is a key point in this game.  

The game will have to be as dark as possible to show as little  as we can… having in mind the player still needs to navigate and  play it.  

To be able to have a very dark environment we will introduce  the Physically Based Lighting system or PBL, with the use of  this modern feature we will have to change every step in the Art  Production, but we will use less baked materials and be able to  profit metallic properties in the assets so we will be able to 

place them in dark environments and even there we will still have  a glimpse of them. 

At first glance it can be thought PBL it is just an aesthetic change, but it really affects the way game will be played:

-See enemies moving lights in the distance. See the shadows of  them against the light, or maybe just some objects pretending to  be some enemy but really just being something quite harmless.

-Identify the nature of every object for its material and  reaction to light, without the need of nothing else, like sound  or labels. 

-Hide in the shadows in very dark places without being completely  dark taking use of the real lighting effects that will enlighten  your character, like your walkie-talkie or any nearby light.

The player interacts with the keyboard buttons and a mouse. This is the list of keys and the action they reproduce in order  to control the character and interact with the game.

Movements Keys Explanations
Move forward Also in the menus
Move back Also in the menus
Turn left Mouse Default by mouse
Turn right Mouse Default by mouse
Move left  (Strafe) Also in the menus
Move right  (Strafe) Also in the menus
Run HOLD-Shift May faint
Crouch Control To stand, release Control
Sneak Control+W/S/A/S Move in a more calm quiet mode
Walkie Talkie To answer, press E
Look up Mouse Usualy by mouse
Look down Mouse Usualy by mouse
Aim Secondary Mouse Can’t move, only rotate camera by mouse
Launch Item Primary Mouse You must pickup something first
Interact UseOpen valves/doors/switches/etc
Quicktime  event C/E/S Press any displayed key while combat
Pick up Pick up any collectible item or weapon
Open  inventory Opens the Notebook with the informa tion

The key point has to be the SFX, creating a rich ambient. Heart  beating and hard breath sounds will be used when the player runs  for a while or in very dangerous situations, screams and squeaks  will sound everywhere creating disturbing atmosphere.  

Music 

The music will be specific for each area. 

Cells Area 

Main sound will be ambient  sound, storm sounds outside,  mechanical sounds, music  drops, heartbeats & far away 

sounds, screams, people being  beat up. 

Specific pieces of music -main theme -from time to  time 

-Music for finding the big enemy Hunter– music can be  quiet before approaching  the boss and very big when  actually being chased. 

Music background -we will be  activating this through time  to time.  

Music wanderer tension -we  will be activating this  when you are close to the  Wanderers. 

Music wanderer QTE -while  you fight struggle with them 

Specific Sound FX 

FX Ambience sound LOOP ->  Always ON 

storm outside 

pipes 

water drop 

something with rhythm like a  heartbeat 

faraway hits (eco)  

Music Chase Hunter –  

Outside Area 

Ambient sounds, snowy  landscape 

Specific pieces of music ·music for loneliness 

·hunter will be outside  (could be similar to the  inside music when approaching  the hunter) 

·music for approaching heat  ventilator 

·when getting outside 

·when going into sewers 

Specific Sound FX 

Sound Ambience 

wind 

storm 

snow 

Music loneliness

Sewers Area 

Ambient sounds, storm sounds  (distant) 

·Echoes in the sewers of  water drops 

Specific pieces of music 

·Music when approaching the  patrol officer 

-when he detects you or feels  like you are nearby 

·QTE event (like a cinematic  but you have to press buttons  to participate) will need  it’s own music, very tense  music 

Specific Sound FX 

Sound Ambience 

cloaks 

Music rulers 

Music alert 

Music QTE 

Storm through windows 

Diesel Generators 

Water Dropping 

Rats 

General Sound Effects

Higher pitched FX 

Walkie Talkie 

Roger 

Outside conversation fishers Interf 

Outside Patrol 

Steps 

Concrete 

Snow 

Glass 

Water drops 

Mud 

Metal 

Doors 

Sliding metallic rusty  (sliding, pull) 

regular 

key unlock 

Notebook 

unzip it 

paper movement 

projectiles of varying  materials? 

wood 

metal 

snow 

breaking sounds 

Ambient: 

light bulb sounds 

storm sounds 

water sounds 

paper sounds (for map) 

electicity sounds 

pipes ( will be used for  hitting) 

metallic sounds 

rats 

motor/generator outside

Animation FX Sounds 

Four main characters with  phisical presence in the game  and two with only his voice. 

Wanderer 

breathing 

moaning 

roar 

battle pushing 

battle punch 

crying cowardly 

fighting getting strangled Hunter 

Roar 

Heavy Breathing 

Killing Sean 

Step Heavy -optional? 

Ruler 

Hitting Sean with a pipe Monologues patrol 

moaning, breathing 

rolling, battling  (strangling) 

Sneaking 

Stealth movement 

MISC: 

coughing sounds 

calling for help to  another player 

heavy breathing, roaring  (big character) 

killing the main character  (music) 

45 Animations 

* may not need to create  different sounds for each  one. 

Dialogues 

Three characters w/ dialogue  (some will be over radio,  some over PA, some in room) ·Character use of walkie talkie (may overhear some  conversations on the walkie talkie, radio chatter) 

·would be nice to have  different voices that are  overheard on the walkie talkie, but is not necessary 

·Sean in his own voice  talking w/ Thomas 

·Main character 

·May hear doctor of the PA ·One shot lines of people  inside the prison  

·Would like to have  different voices for each  character so that each  instance will be a little  different than the last.

 Images  

TENNIS FOR TWO [Digital image] Taringa: Tennis for two el  primer videojuego [on line] [Consulted on 2014 January 5th]  Available at: http://www.taringa.net/posts/info/14425924/Tennis for-two-el-primer-videojuego.html JPG, 500 x 333 pixels, 117Kb 

Resident Evil 3: Nemesis [Digital image] CAPCOM [on line]  [Consulted on 2014 January 5th] Available at: http://www.gamefaqs. com/ps/198459-resident-evil-3-nemesis/images/screen-62 JPG, 900  x 675 pixels, 67,9Kb 

Batman, perfect shot [Digital image] Rocksteady [on line]  [Consulted on 2014 January 5th] Available at: http://gamingsnack. com/batman-arkham-city-pc/ JPG, 1980 x 1114 pixels, 1600Kb 

Red Faction, American Shot [Digital image] Virgin [on line] [Consulted  on 2014 January 5th] Available at: http://static.giantbomb.com/ uploads/original/9/93538/1482119-944784_20091008_790screen011. jpg JPG, 790 x 444 pixels, 132Kb 

Uncharted, close shot [Digital image] Naughty Dog [on line]  [Consulted on 2014 January 5th] Available at: http://static. giantbomb.com/uploads/original/0/6428/248359-buy_uncharted_ drakes_fortune_ps3_playstation_3_p3.jpg JPG, 600 x 339 pixels,  67,9Kb

Pages: 1 2

2 responses to “65NORTH”

  1. Jorge Villalba Avatar

    We want it and we want it now!

    1. lesswanted Avatar

      almost there!!

Leave a Reply

Discover more from Carlos Villalba

Subscribe now to keep reading and get access to the full archive.

Continue reading