Project Umbra
Project Umbra
Portfolio
The Skinner's Box
Intro
The Skinner's Box is an experiment for humanity test. This level happened in a subway station. A locked-down subway station is like a box. Can you survive?
Story
“I did nothing wrong, but only for survival.”
You woke up in an abandoned subway station. The station is out of power, but the emergency light is on. You don’t know what happened to this place and what’s going on with you. You have no memory of how you get into the subway station. There’s blood everywhere in the subway station. You feel isolated from the environment. However, you didn’t remember that you are broke in real life, you signed up for some weird experiment that offers half a million dollars as the price for being in the experiment. You went to the lab and join the experiment. After a blackout, you woke up in this subway station. Some organizations form this experiment to test out human behavior when a human being is facing extreme conditions. They put you into this underground station to test how you will behave in this kind of situation. In this underground station, you will try to find a way to survive, and you will be facing events that test your humanity. How can you survive?
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Location/Setting
A modern subway station. However, this underground station was made up, and it’s part of the experiment.
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Mission Objective
Find the hidden clue to escape the subway station (experiment).
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Gameplay Mechanics
Navigating the subways station, find what happened in the station and using clues to find a hidden area. Find the medicine to balance your psychological stance.
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Special Mechanics
Interacting with NPCs will give players different choices. Those choices will change the player’s psychological stance.
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Playable Characters
Experiment subject No.12
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Enemies
o Yourself
o The lab
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Non-Playable Characters (NPC's)
o Characters that you may speak with or are wandering through your level.
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Victory Conditions
o Find the secret exit and stabilize your psychological stance.
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Failure Conditions
o You lost your psychological control of yourself.
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Mission Walk Through
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IGC: The camera back out when the player awake in the station, and a brief fly through the current area.
o Protagonist is wandering around in the current area, introducing the current environment. There’s not much light in the environment.
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Start Gameplay: Player now can move around the look into the area which can interact. However, the environment is too dark for the player to go further into the environment.
o Player can hear the protagonist talking to himself.
o Player can now see the UI elements. The protagonist will be scared when you walked into a darker area and the screen will be shaking. The psychological stance will increase towards to red area.
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IGC: player hear someone screams in the station downstairs.
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Gameplay: the player has to activate the power source to continue.
o Player can follow the emergency light to find the power source.
o Player has to turn on the light or their psychological stance will increase towards the red zone. When reaching the red zone, the player will see weird shadows moving around him.
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In-Game Event: When you turn on the electric power, you hear the scream from the bed on your left.
o Player has to choose to save the people or ignore him.
o If the player chooses to save the people, you have to cut the power source off to save him, because his bed is connecting to the power source. After saving him, you will get a lighter, and a clue.
o If you choose to ignore, he will die out, and his voice will stay in your head and increase a bit of your psycho stance.
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Gameplay: player now can wander into the station to find the control room.
o Player can now access the control center. There will be a terminal that requires a code to access.
o Player will find a master key and ax in the room which can help the player later in the game.
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Continue to list every step of the mission in sequence.
o make sure to label it gameplay, or IGC, or puzzle or?
o continue to create a new step in the mission every time something significant happens. New gameplay pocket/section. for example Combat starts, Player moves to a new section of level with a change of gameplay etc...
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End Gameplay - clearly state when gameplay has ended.
Level Plan

Level Timeline

