saramoore_sinthesisdesigndocument
TRANSCRIPT
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Game Design Document for:
Never Bring a Gun to a Chemical Warfare Fight
All work Copyright 2010 Vancouver Film School
Written by Sara Moore
Version # 1.10
Thursday, January 27, 2011
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Table of Contents
DESIGN HISTORY __________________________________________________________________ 4
GAME OVERVIEW _________________________________________________________________ 5
HIGH CONCEPT _____________________________________________________________________ 5PHILOSOPHY _______________________________________________________________________ 5COMMON QUESTIONS ________________________________________________________________ 6
FEATURE SET ______________________________________________________________________ 8
FEATURE HIGHLIGHTS________________________________________________________________ 8FEATURE DETAILS___________________________________________________________________ 9USING THE COLLECT FEATURE FOR CHEMICAL WARFARE ___________________________________ 10USING THE WARFARE YOU HAVE UNLOCKED _____________________________________________ 10HARVESTING BIOLOGICAL WARFARE ___________________________________________________ 11THE RATE OF AMMUNITION GAINED FROM HARVESTING CAN BE DETERMINED USING THIS EQUATION: __ 12SUBLIMINAL REALISM_______________________________________________________________ 17
GAMEPLAY DETAILS ______________________________________________________________ 19
CONTROLLER MOVEMENT____________________________________________________________ 19MOVEMENT &NAVIGATION __________________________________________________________ 20COMBAT SYSTEM __________________________________________________________________ 22WEAPONS ________________________________________________________________________ 27TOOLS ___________________________________________________________________________ 31
GAME MODES ____________________________________________________________________ 33
OVERVIEW________________________________________________________________________ 33
GAMEPLAY WALKTHROUGH ______________________________________________________ 35
LEVEL 1 __________________________________________________________________________ 35LEVEL 2 __________________________________________________________________________ 35
BEAT CHART ______________________________________________________________________ 37CAMERA _________________________________________________________________________ 38
CAMERA DETAIL #1 _________________________________________________________________ 38CAMERA DETAIL #2 _________________________________________________________________ 39
GAME CHARACTERS ______________________________________________________________ 40
EMILY CHAN ______________________________________________________________________ 40JAMES BAKER _____________________________________________________________________ 40CHRISTOPHER WIMER _______________________________________________________________ 40
ENEMIES _________________________________________________________________________ 41
ENEMY SPAWNS ___________________________________________________________________ 41SECURITY GUARDS _________________________________________________________________ 41INFORMATION ON GUARDS 3.0WEAPONS: _______________________________________________ 42SCIENTISTS _______________________________________________________________________ 43LEAD SCIENTISTS __________________________________________________________________ 44
THE GAME WORLD _______________________________________________________________ 46
THE WORLD LAYOUT _______________________________________________________________ 46THE PHYSICAL WORLD ______________________________________________________________ 49
MUSICAL SCORES AND SOUND EFFECTS ___________________________________________ 52
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SFX _____________________________________________________________________________ 52VOICE-OVER ______________________________________________________________________ 52MUSIC ___________________________________________________________________________ 52
EXTRA MISCELLANEOUS STUFF ___________________________________________________ 53
TERMINOLOGY APPENDIX ____________________________________________________________ 53
APPENDICES ______________________________________________________________________ 54
APPENDIX ________________________________________________________________________ 54GAME INTERFACEMENUSAPPENDIX ________________________________________________ 55START MENU______________________________________________________________________ 55OPTIONS MENU ____________________________________________________________________ 56DIFFICULTY MENU _________________________________________________________________ 57HUD/ON SCREEN DISPLAYSAPPENDIX________________________________________________ 58OBJECTSAPPENDIX _______________________________________________________________ 60COMPETITIVE ANALYSISAPPENDIX___________________________________________________ 65RESOURCE/RESEARCHAPPENDIX ____________________________________________________ 66RESEARCH: _______________________________________________________________________ 66ITEMS: ___________________________________________________________________________ 67TECHNICAL SPECS APPENDIX________________________________________________________ 68
2D/3DRENDERING _________________________________________________________________ 68GAME ENGINE DETAIL #1 ____________________________________________________________ 68COLLISION DETAILS: ________________________________________________________________ 68LIGHTING MODEL DETAILS: __________________________________________________________ 69CONTACT INFORMATION _____________________________________________________________ 69
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Design HistoryThis is a brief explanation of the history of this document. Each version of this document is based on when a document is
released for feedback/review, or major changes/additions have been made.
Version 1.0
Added a new format
1. Key features
2. Camera settings
3. Appendix of terminology
4. Game movement
5. Weapons tables
Version 1.1
1. Rewrote the High Concept.2. Revised the Feature Details3. Rewrote the Particle Accelerator Gun Feature4. Reformatted Feature Highlights5. Moved Tables into Weapons and Tools Section
Version 1.2
1. Added to the Game World2. Filled in the Character Details3. Edited the Tools Section and added details about the Weapons
Version 1.3
1. Minor revisions throughout entire document.2. Added Technical Specs3. Added Game Object Appendix.4. Added wireframe for inventory5. Elevator HUD
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Game Overview
High Concept
In Sinthesis, the player will play as the unlikely hero: a tall, lanky scientist named Alvin Schneider. Alvin decides he must
destroy the evil company he works for after discovering they are using his research to secretly hold the worlds population at
ransom. In this third-person shooter and puzzle game, players must search the halls of the worlds largest pharmaceutical and
biochemical research center for laboratories. In laboratories, players will be able to create scientific weaponry and discover new
chemical and biological warfare to aid in the total destruction of his boss and the company he works for.
Philosophy
Applying Modern Science as a Game Mechanic
This game is trying to achieve a new-style of shooter by:
Using existing and new science to bring a new, interactive experience to the player Incorporating an interesting and original game mechanic to the shooter genre Creating a unique and realistic level design and enemy interaction with the weapons Exhibit a high level of realism and attention to detail through research
Bringing in a new genre of Shooters
This game is being created to bring in a new genre of shooter: the sci-fi realism and not bring in another clich such as
post-apocalypse, or zombie shooting into an already over-saturated market.
Irony in questioning Morality
The storytelling aspect of Sinthesis forces the player to question the main character's motives. Granted he is trying to
destroy the evil conglomerate that he works for, but is he really any better by killing everyone? Thus the player is trying to stop a
greater evil being committed (infecting the world with a deadly virus for profit) by effectively infecting his entire company with
chemical and biological warfare and killing everyone inside.
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Common Questions
What is the game?
Sinthesis is a third-person shooter and puzzle game. The game will be made available for the Playstation 3 and Xbox 360.
What do I control/ Who Am I?
Players will portray an unlikely hero: a tall, lanky scientist named Alvin Schneider. He is a mad genius and a loner that
essentially has devoted his life to his work rather than living the American dream of starting a family, raising kids, etc.
What is the premise/story?Alvin Schneider works for the world's largest pharmaceutical and chemical warfare company called Genesis. The
company has been known for having a cut-throat mentality and always promising that the bottom line comes down to profit. They
mix in sugar with their pills to reduce the efficacy forcing sick customers to purchase more of their overpriced product and have cut
off sending medication to areas of Africa after the UN couldn't pay them. After all, you don't become a billion-dollar conglomerate
by being nice.
However, the company is facing a large issue. People just aren't getting as sick as they used to anymore. Thanks to modern
science people are healthier and living for longer without the need of pharmaceuticals. So, the company is working on a new project
with Alvin as the head of the viral department of Genesis. Being the mindless drone that Alvin has become for his work, they ask
him to collaborate with the nanobot facility to synthesize the most lethal virus he can think of and create a cure for it. Alvin happily
complies creating the deadliest virus he could have imagined. After leaving the boardroom pleased with his work he hears his
bosses talk about when and where they can release the virus into the public and how much they should charge for the cure.
Unfortunately for Alvin, they see him listening in on the conversation. Alvin gets pulled into the boardroom by two large
security guards and told he has 30 minutes to clear his office. As Alvin goes back to his lab to clear his belongings he realizes what
a company as big as Genesis would do once he vacates their property: have him killed as quickly and effectively as possible.
Knowing that either way Alvin will be killed, he decides to use his last chance to take out the company from the inside before they
release the virus into the public using the only weapon that he knows: Science.
Where does the game take place?
The game takes place within the Genesis facility in the near future. Technology has advanced enough that nanotechnology
is being used in every field of science, but not so far in the future that the player could not imagine this situation actually happening.
Players will have to go through every facility and eradicate everyone within it.
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What are the Goals/Objectives of the game?
Short-Term Goal
Stay alive long enough to take out as many people as possible Find research papers to acquire new weapons Harvest defeated enemies using the Particle Accelerator gun for ammunition Collect items to combine for ammunition
Mid-Term Goal
Completely wipe-out an entire facility of the company. Complete 3D Molecule and Genetics puzzle to discover new biological and chemical warfare. Defeat head scientists within each department of Genesis
Ultimate Goal
Take down your boss and the company using your newly-formed weapons
What is the main focus?
The main focus of the game is watching an undermined and lanky scientists use chemical and biological warfare and make-
shift weaponry to take down a giant pharmaceutical conglomerate.
Whats different?
Everything about the game Sinthesis is completely different from games that are out on the market right not. The plot is
new, different, and rep from the vast majority of titles that are out there, the setting is unique, and the player is playing as one of the
most unlikely heroes in gaming: a lanky, nerdy, scientist. On top of all this, the weapons and mechanics of the game make this
shooter absolutely different and incomparable to any game on the market.
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Feature Set
Feature Highlights
Particle Accelerator Gun
In the beginning of Sinthesis, players will gain their first weapon: the particle accelerator gun. While this gun cannot be
used in-combat, players can use the gun out of combat to shoot dead enemies and objects that are in their way and harvest their
molecules. The particle accelerator gun is a main asset of the game as it:
Allows the player to break down objects and barriers in their way
Collect percentages of molecular orbs based on what the object is Use the harvested molecular orbs as ammo towards charges of chemical warfare Infect dead enemies with biological warfare Spray enemies with different biological and chemical warfare
Use Chemical and Biological Warfare to Defeat Enemies
One of the main puzzle features of Sinthesis will be the types of scientific warfare that is useable in the game. In order for
the player to learn any type of warfare they must first:
Find the research papers off of the dead scientists that the player kills. Once players has found each page of the research for that specific biochemical or chemical warfare item they
will unlock the terminal that the researchers worked on .
Terminals are located in each laboratory There players will have to complete either the compositions genetic code (biological warfare) as stated in the
research paper or rotate the 3D structure of molecule (chemical warfare)
Combine Items to Form New Guns and Weapons
In addition to the chemical warfare weapon system, players will have the ability to combine items within the laboratory to
create weapons or projectile bombs Players will have to explore various laboratories and collect inventory in order to be able to
combine the objects. Combination items are integral to the player as back-up weapons in the event that they run out of biological
and chemical warfare weaponry.
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Subliminal Realism
Making and unlocking all these chemicals may seem tedious, but the reward for any good scientist is easily watching them
in action. Deaths in Sinthesis will be over-the-top and completely gruesome. Depending on the items used enemies can either:
Have their skin melt completely off of them Completely disintegrate into a pool of muck Have various limbs fall off Eyes and ears bleed until their head succumbs to internal pressure and explodes.
The game will focus on the actual effects these chemicals would have on the body with heavy research going into them.
Staying Alive to Carry out the Deed
The player will always be safe from the effects of the chemicals as they will start the game in a hazmat suit. However, if
the hazmat suit ever becomes torn in a single area, players will be vulnerable to their own chemical or biological warfare attack and
gun shots. Although Alvin is a frail super hero, he is able to stay alive through various ways:
The Cover System during in-game combat Keeping track of your health using the in-game HUD Finding repair bots and medicine to fix your suit and vitals or allow you to simply carry on without pain.
Feature Details
Particle Accelerator Gun
The particle accelerator gun is the main weapon of synthesis. The gun is first given to Alvin at the beginning of the game
by one of his female colleagues that helped him with his research when he tells her his plan to destroy the company. Although the
particle guns decomposition charge time makes it an ineffective combat weapon, its features make it tantamount to the gamep lay.
The particle accelerator gun is the only method for using biological and chemical warfare. The gun has two settings: collect and
dissipate.
Collect
Using the Collect function of the gun against dead enemies or objects, the gun will break the body down into its basic
organic components. After three seconds of using the guns collect features, enemies and objects will be destroyed and turned into
orbs or single atoms of a compound with various colours. Each colour will represent a molecular compound such as:
Carbon- Black Nitrogen - Blue
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Oxygen- Red Fluorine- Yellow Hydrogen - White Chlorine- Green Arsenic- Purple Sulfur- Pale Yellow Phosphorus- Orange
The quantity that the player has of each compound at one time will be displayed in the bottom right-hand side of the in-game HUD.
Using the Collect Feature for Chemical Warfare
Every chemical warfare weapon will require a specific amount of your organic compound per use. For example, the nerve
agent Sarin has a chemical structure of C4H10FO2P which means that the structure needs these different amounts of each of the
following molecules to form the nerve agent.
So, the ammo cost would be:
4 carbons (C) 10 hydrogen molecules (H) 1 fluorine molecule (F) 2 oxygen (O) 1 phosphorus. (P)
This amount will vary based on the structure of the compound. Each chemical warfare compound is made up of an amount
of these molecules and its ammunition requirements can be found in theweapons sectionof this document.
Dissipate
In order for the player to use biological and chemical warfare, the particle accelerator gun must be in dissipate mode. In
this mode, players can shoot out chemical and biological warfare that they have unlocked. Particle accelerator guns are
automatically in dissipate mode, but can be switched to collect mode by using the right bumper or R1 on the Playstation 3.
Using the Warfare you have Unlocked
In Dissipate mode, the particle accelerator gun works as the method for shooting out chemical or biological warfare to kill
your enemies. What type of chemical compound the gun is currently set to will be displayed in the left-hand corner of the HUD
along with its 3D model (see screenshot). On the right hand side of the HUD, the players ammunition will be displayed. This part
of the HUD will change depending on whether the player is using biological or chemical warfare.
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For Chemical Warfare:
The amount of each molecule collected with the particle accelerator gun will be displayed as a number Each amount of the molecule will decrease after the player uses the warfare (each trigger use) As stated in the collect feature, the amount will change based on which chemical compound the player has
equipped
For Biological Warfare:
The quantity of each bacteria or virus is displayed in the right corner of the HUD with its name and numberof units the player has beside it
Each unit will decrease after the player uses the warfare (each trigger) Players will be able to carry a max of 50 units of each biological warfare at any time.
Using the D-pad, players will be able to assign four of their favourite biological or chemical warfare ammunition for quick select
while in combat. If a player is using the combinable weaponry, they can switch back to the particle gun by selecting the B button for
dissipate mode or the right bumper for collection mode.
Harvesting Biological Warfare
While in the dissipate mode , if a player wants more biological warfare ammo, they must infect an enemies' body after
killing it with more bacteria or viruses and allow them to grow and develop in the body. Players can only choose to harvest one type
of biological warfare ammo from defeated enemies. For players to get more biological warfare ammunition players must first:
Infect a dead enemy with a virus or bacteria. (Players must always do this regardless of whether or not theykilled the enemy using biological weapons)
Players can carry a max of 100 units of each type of biological warfare at a time Let the virus or bacteria harvest inside the body. (Enemies bodies which are in "harvest" mode will not
despawn and will have a biological hazard symbol displayed above them indicating that the body is currently
being harvested.)
The longer the player leaves the body, the more ammunition they will have up to a max of 50 units of virus orbacteria. Players can harvest ammunition before it is maxed.
Players will have the option of collecting harvested ammunition by walking towards the body and selectingthe interact button (see controls)
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Figure 1.0- Example HUD while Harvesting Biochemical Warfare. Notice the in-game HUD over the dead player of the biological warfare symbol
The rate of ammunition gained from harvesting can be determined using this equation:
Ammo(biological)= realtime(min)2
Therefore, the max time that a body can harvest for will be around seven minutes. Once seven minutes haveelapsed, the biological hazard symbol above the dead body will change to red. The harvested body will remain in the level
until the player collects it.
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Use Chemical and Biological Warfare to Defeat Enemies
One of the key features of Sinthesis is the type of weaponry the player will be using. The main method of killing enemies is
using chemical and biological warfare. Using the particle accelerator gun and equipped in a hazmat suit players will be able to
destroy enemies with various types of chemicals, viruses and bacteria. In order for a player to unlock each chemical or biological
warfare they must do the following:
Find Pages to Complete the Research of the Compound
Pages can be found as loot off of enemy AI spawns in specific areas of the game. Every enemy that a player defeats within a level yields a 5% chance of that enemy dropping a research paper. Each page gives the player information such as in which facility the compound was research or what the
compounds structure and 3D formation is.
Once players collect all the pages they will be notified on-screen that the research papers are completed andthe compound can be synthesized by Alvin using the terminal.
Solve the 3D Puzzle to Synthesize the Compound
One of the main puzzle features of Sinthesis will bethe synthesis puzzles that players must complete to discover a newchemical or biological warfare weapon. Once the player gains access to computer terminals in different laboratories they can
synthesize the compound using a program on the terminal. Computer terminals will be colour-coded and the colour will correspond
to the research papers. Players will be able to interact with the terminals by standing beside it and pressing the interact button on
the controller once the terminal is highlighted in yellow.
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Terminal Puzzle for Chemical Warfare
Once the players have interacted with the terminal, in-game time will pause and the players screen will display the computer
screen of the terminal. The screen of the computer will have a display screen of the organic compound that corresponded to the
research paper as a 3D structure that the player will have to create and finish .
Figure 1.0: Example Image of the Players View of a Chemical Warfare Computer Terminal Puzzle
a) The desired proper image of the chemical will be displayed in the right hand corner of the display screen on thecomputer terminal.
b) Left Hand Image is of the unsynthesized compound. Notice that part of the compound will be missing on the mainscreen.
c) The player must then use the cursor to select (A) and drag the missing pieces over on the bottom right into the 3D-molecule puzzle to match the image in the right-hand corner.
In the beginning of the game, chemicals will be less complex and will not require as many collected pieces of research
paper. However, as the levels progress players will have to find research paper in various facilities for different sectors and
will have greater difficulty solving the puzzles. Every 3D structure of each chemical warfare weapon will be completely
accurate in orientation and chemical make-up. Once the player unlocks the compound, they will have access to it
throughout the game, but will need to have the basic organic chemicals in stock to use it. See the list of each type of
chemical warfare and its 3D structure in theweapons sectionof this document.
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Terminal Puzzle for Biological Warfare
In order to unlock Biological Warfare players will have to discover research papers which players will find within the labs
and off of scientists. Similar to Chemical Warfare, research papers will be colour-coded in correspondence with the computer
terminal. However, Biological Warfare research papers will differ in that they only specify three letters of that bacteria or virusmutated proteins genetic structure.
Figure 1.1: Example Image of the Players View of a Biological Warfare Computer Terminal Puzzle
a) Players will have first use the cursor to select a black area of data as shown by the lime green squaresb) Players will then have to try and use one of the threeletter codes found in that biological warfares research
Paper. These codons will be displayed in the exact way as in the screen except the blank green fields will be filled.
c) Once the box is selected, players can insert from a predetermined list of three-letter codons for the right one. The moreblanks in the mutated proteins gene means the more combinations of codons from the research for the player to try.
After players have completed creating the bacteria or virus, they will have access to it in their inventory. Once completed,
players will gain 20 units of the bacteria or virus, plus the original copy. Original copies are used to inject dead bodies and harvest
bodies for more ammunition.
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Combine Items to Form New Weaponry
In addition to the particle accelerator gun weapon system, players will have the ability to combine laboratory tools anditems to create weapons or projectile bombs. These weapons, called combination weaponry, are the alternative weapon that players
can use in Sinthesis. Players can use combination weaponry in conjunction with the particle accelerator gun if they are uninjured.
However, if the players' hazmat suit has been damaged, they are required to only use the combination weaponry against enemies.
Players can switch into combination weaponry by selecting the B button on an XBox 360 controller.
Features of Combination Weaponry
Like the particle gun, combination weapons are assigned to the D-pad for quick selection Bombs can be used for spread damage Certain ranged weapons require no ammunition once they are created Created with collected items that the player finds through gameplay Amount of ammunition displayed in the Left Side of HUD
How to Combine Weaponry
Items which will be combinable will be highlighted in light yellow so the player knows that they can grab it. Players will
be able to interact with each item by selecting the X button on the XBox 360 controller (see controls for Playstation 3 interaction).
Items will be stored in an inventory that the player can select to view using the Y-button.
Conditions for combining weaponry:
Players must have all the items needed in their inventory. Players must be at a work station within a laboratory. (See World Layout) Work Stations will be highlighted in yellow when a player approaches it. Once at the work station players will have to combine the items together to see if it forms a combination
weaponry.
Once the player has learned the recipe for a combination weapon, the items needed will be able to be pickedup off at loot off of dead enemies in conjunction with being found within the laboratories.
For a complete list, effects, and type of combination weaponry along with the items required to form it see theWeaponssectionof this document.
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Subliminal Realism
One of the most important key features of Sinthesis is the realism and detail that will go behind the environments and
weapons in the game. Everything from the level design, game objects, and weapons will have been researched to ensure that theymake logical sense and are correct in terms of the science behind each component of the game. This amount of detail will not only
be rewarding for the player, but will give players without a large background in science insight into the world of science and earn
respect among those that are in the scientific community and gamers.
Weapons
That being said, it is essential that each component of the game has been thoroughly researched to ensure that the level of
detail the player experiences isnt just simply numbers plugged into a game system. Every one of the chemical warfare weapons are
completely realistic down to its molecular structure, the effects it would have on the enemy, and the ammo cost which correlates to
the actual chemical composition of each chemical warfare weapon. The biological warfare puzzles actually contain the real genetic
coding for each of the bacteria and viruses used in the game alongside the fact that their effects on enemies have also been
thoroughly researched.
However, just as much research went into the combinable weapons. Everything from the melting point of certain items, to
the half-life of a cell battery was considered to ensure that the items the player will be combining make sense and arent just
pointless to the formation of the weapon.
Level Design
The players environment will also be in keeping with the realism of the game. All facilities will be equipped with the
proper glassware and equipment used in each facility.
To keep level design interesting and not grow stagnant on the player, certain facilities and laboratories will be locked. The
various facilities will include the nanotech facility, genetics facility, virus research, medical facility, enzyme research facility, and
catalyst research facility. Each facility will have unlock able labs within it. Players can gain access to the facility with key cards
which are obtained by defeating various lead scientists within the building. Advantages to gaining access to new facilities include
getting new weapons, inventory, and stealing their research to gain new chemical warfare weaponry. On top of facilities, players
will have to eradicate various levels of the building such as the cafeteria, offices, and finally the boardroom in order to complete the
ultimate goal of the game.
This will create for an effective and realistic atmosphere within the game that will both play well and show the attention to
detail that so many games lack.
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Staying Alive to Carry out the Deed
Hazmat Suit
At the beginning of the game, the player enters a hazmat suit to protect himself from the chemicals and biological warfare.The hazmat suit is not indestructible, and can be torn after a large amount of wear and tear through the game. Players vitals and the
state of their hazmat suit will be displayed in the top right-hand corner of the HUD as a percentage of 100. If the player gets injured
from a gun or a tear in their hazmat suit, players will be unable to use their chemical warfare weapons as it will seep into Alvin. So,
players will be limited to their combination weapons and will have to find the nearest lab within the building. . Once a hazmat suit
has been torn, players only have a health span of four gun shots (each taking 25% of the players health) before they are killed.
Therefore the hazmat suit effectively works as a small armor system for the player. Additional hazmat suits can be found in
laboratories if the player's gets damaged beyond repair, or players can repair the holes by creating a carbon mesh layer at the
workspace stations. Carbon mesh will cost the player 50 carbon molecules.
Cover System
Because it is so detrimental to not tear the hazmat suit, players will have to use the cover system within the game to
prevent themselves from getting too injured. During combat, players will be able to hold the A button to hide behind walls and
static meshes within the game to prevent them from being injured.
Health System
In the medical facilities players can unlock research that will help heal the player and keep going. Morphine will be a
more common pick-up for the player as it can be found as loot off of enemy scientists. However, to actually gain back health,players will have to find the research papers for repairbots: small nanobots that enter your blood and can regenerate tissue and
destroyed cells. Numbing the pain with morphine will allow the player to continue without interference, but they will still loose
health. Once the player has repairbots in their bloodstream, they will have a small portion of movement time in which they will be
invincible (doesnt occur in Hard and Ph. D. Difficulty) and their health will fully recover. See thetools sectionfor the list of health
and armour inventory
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Gameplay Details
Controller Movement
Xbox 360 Controls
Playstation 3 Controls
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Movement & Navigation
Movement ControlsPlayers will move using the Left Analog found on either the Xbox 360 or Playstation 3 controller.
Players will be able to move in any direction they want along the X and Z axis of the game providing there is no object inthe way.
In the puzzle feature mode :Movement controls move the cursor on the players screen
Jumping
Players can press the A button on the Xbox 360 or the X button on the Playstation 3 to Jump
Jumping allows players to move over objects or bodies in the game that are in their way due to collision.
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Activating Triggers in the Game
Players can press the X button on the Xbox 360 controller and the Square button on the Playstation 3 near objects that
allow for player interaction such as doors, objects, or computers. Any object that is interactive will be highlighted in yellow
on the player's HUD
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Combat System
Shooting
Players can press the right trigger on either the Xbox 360 controller or the Playstation 3's R2 button to shoot.
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CoverPlayers can press the A button on the Xbox 360 or the X button on the Playstation 3 to Cover when beside an object and
the cover option is displayed on the HUD of the player's screen. Covering can only be done while in combat.
Changing Weapons
Depending on the situation, players may need to change weapons from using chemical warfare to their combinable
weapons. By holding the B button on the Xbox 360 or the square button on the Playstation 3 players will change to their
last equipped combinable weapon from their chemical warfare weapon or vice versa.
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To change weapons players can also load their favourite biological and chemical warfare into the presets on the D-pad of
the Xbox 360 and the Playstation 3 controller. Players can assign their favourite weapons or types of chemical warfare to the presets
in the pause screen.
Throwing BombsPlayers can press the Left Trigger on the Xbox 360 and L2 on the Playstation 3 controller to throw bombs if they have
them in stock.
Harvesting Dead Enemies
Chemical WarfareTo harvest molecules off of dead enemies players must switch to the particle accelerator gun's collect feature and shoot (right
trigger) at the corpse. The targeted corpse will be broken down into molecules which will be displayed as coloured orbs.
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Coloured Orbs for Each Compound:
Carbon - Black Nitrogen - Blue Oxygen - Red Fluorine -Yellow Hydrogen - White Chlorine - Green Arsenic - Purple Sulfur- Pale Yellow Phosphorus - Orange
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Biological Warfare
To infect bodies with biological warfare players simply have to shoot a dead enemy with the type of virus or bacteria they
would like to store. Once a dead enemy has been infected, a biohazard sign will appear over the body. The biohazard sign
will change to red when the amount of ammo the player can gain is maxed out. (see particle gun feature for more detail)
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Weapons
Particle Accelerator Gun
This is the gun that is given to the player at the beginning of the game. The gun has two modes: Collect andDissipate. Collect allows players to deconstruct enemies or objects in their way into molecular compounds that they can collect and
use for chemical warfare. Dissipate allows the player to shoot each type of warfare and infect dead enemies with biological warfare
for harvesting. In dissipate mode, while using chemical or biological warfare the player can fire the weapon every 2 seconds.
List of Unlockable Chemical Warfare
Grouping Name Chemical
Composition
(ammo cost)
Effects on
Enemies,
Found in
the
following
facility
Molecular Structure
(HUD and Puzzle)
Stats
(no
range)
Incapacitating
Agents
QNB
(3-
Quinucl
idinyl
benzilat
e)
C21H23NO3
Enemy loses
muscle control. Medical-
Nerve Lab
Paralysis of3-6
Enemies.
80%
chance of
causing
paralysis
Occurs
within 2
seconds
Carfent
anilC24H30N2O3
Enemy passes
out.
Opioids
Lab
100%
chance ofparalysis
5-7
enemies
Occurs
within 1-2
seconds
BlisteringAgents Mustard Gas C4H8Cl2S
Skin begins to
bubble and puss.
Become Blind.
Lesions form onthe eyes and
skin.
Military
ResearchLab
85%
chance of
blindness
2-5enemies
Occurs
within 3-4
seconds
http://en.wikipedia.org/wiki/EA-3167http://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/Carbonhttp://en.wikipedia.org/wiki/Carbonhttp://en.wikipedia.org/wiki/Hydrogenhttp://en.wikipedia.org/wiki/Hydrogenhttp://en.wikipedia.org/wiki/Hydrogenhttp://en.wikipedia.org/wiki/Nitrogenhttp://en.wikipedia.org/wiki/Nitrogenhttp://en.wikipedia.org/wiki/Oxygenhttp://en.wikipedia.org/wiki/Oxygenhttp://en.wikipedia.org/wiki/Oxygenhttp://en.wikipedia.org/wiki/Oxygenhttp://en.wikipedia.org/wiki/Nitrogenhttp://en.wikipedia.org/wiki/Hydrogenhttp://en.wikipedia.org/wiki/Carbonhttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/3-Quinuclidinyl_benzilatehttp://en.wikipedia.org/wiki/EA-3167 -
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Nerve
AgentsSarin C4H10FO2P
Convulsions,
loss of
bodilyfunctions,
large pupils,
drooling
followed by
death.
Enzyme
Research
Lab
4-7 Enemies,
90% chance of
death
Takes 3-5
seconds for
enemies to die.
Tabun C5H11N2O2P
Twitching,
convulsions
and death.
Symptomssimilar to
Sarin, but on
a higher
level. Faster
onset than
Sarin.
EnzymeResearch
Lab/
Nerve
Lab
6-12 Enemies
100% chance of
death
Occurs within 2
seconds.
CX CHONCl2
Skin turns
white along
with
blistering.
Coughing up
large
amounts of
mucus and
blood clots.
Slightly
immobile
Catalyst
Lab/
Enzyme
Researc
h Lab
100% chance of
infection on any
enemies
Causes a 75%
decline in
movement
speed.
1-2 second
onset.
Lewsite C2H2AsCl3
Giant white
lesions on
the skin,
coughing,
burning,
rendering
them
immobile.
Catalyst
s lab
4-6 Enemies
80% chance of
death.
100%
immobile.
Occurs
instantaneously
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List of Unlockable Biological Warfare
Type Name Found Where Effect on Enemies Stats for Enemies Shape/structure
Viral Ebola-X Viral Lab
Coughing,
vomiting blood,
discoloration/
bubbling of the
skin.
50 in- game feet or
the closest
5-10 persons.
66% chance of
Death within 4-5
seconds.
Long, string-like
virus. Mutated
mRNA strand that
makes it so deadly.
ATLV-2Viral Lab/ Catalyst
Lab
Pointed bones erupt
from the enemies
body. Lesions form
on the skin.
60 in-game feet or
5-9 persons.
90% chance of
death within 4-5
seconds
Retrovirus mutates
DNA through
reverse-
transcription.
Bacteria Anthrax Medical Lab
Black ulcers grow
on their body,
coughing, vomiting
of blood.
30 game feet or 4-7persons.
75% chance of
death within 3
seconds.
Rod-shaped. Enters
into the lungs and
intestinal track.
Black Death
(Yersinia pestis)Genetics Lab
Skin begins to
decay in glandular
areas of the body.
Black dots
randomly appear,
Urinating blood
uncontrollably,
extremely painful.
100 in-game ft.
5-8 persons.
100% chance of
death within 4
seconds of
inducing on
infected enemies.
Rod-shaped, enters
through the skin
and forms lesions.
http://en.wikipedia.org/wiki/Yersinia_pestishttp://en.wikipedia.org/wiki/Yersinia_pestishttp://en.wikipedia.org/wiki/Yersinia_pestis -
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Combination Weapons
Weapons made by the player throughout the game by combining items found in various levels. SeeFeatures sectionfor information
on how the weapon works.
Type Name Items Needed
Ammunition data
displayed in HUD
(only if equipped for
ranged weapons)
Damage Value
Bombs
Scholars Molotov
-Ethanol,
-round-bottomed flask
-rubber stopper
- cloth (lab coat)
Round-bottom flask
with a flame symbol (=
quantity in inventory)
25 in-game feet.
Spread of 15 feet
damage. Kills any
enemies in the way and
engulfs in flames
Alkalide bomb
Jar of Cesium-134,
water,
2 X- Cylindrical
funnels, glass stirring
beads,
Cesium box on the
periodic table of
elements
(= quantity in
inventory)
Extremely damagingexplosion will
dismember anyone
within 40 in-game feet
and imbed them with
glass shards.
Ranged Weapon
Bunsen-burner
Flamethrower
-Bunsen burner,
-Cylinder of Butane,
-Nanocarbon Tubing,
-Sparking igniter.
Volume of butane gas
40 in-game feet. Kills
any enemies in the way
and engulfs in flames
Tesla-Gun
-2 X MOSFETconductor (cite),
-Roentgenium (cite) -
coated copper tube
MOSFET half-life
(1 minute of firing the
tesla)
Electricity charge will
reach enemies within 15in-game feet of the
player. Enemies will
convulse and die from
the shock to their hearts
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Tools
Research Papers
Research papers are another type of object that can be found off of enemies. Each piece of a research paper can becombined to form a completed scientist's research. Often, this research is completed by the lead scientist of each facility. Each
piece of research paper is data collected on a certain type of chemical or biological warfare. Once a player has found every piece of
research paper on that type of warfare. They will be able to access the puzzle element of unlocking warfare (see Features).
Warfare Research Papers
Name of Warfare Amount of Pages Needed/ Where each one is
found
Pages Colour
(corresponds with
terminal)
QFNB
Six Pages: Pages 1-4 Found off of enemy scientists from
Levels 1-3 (10% drop rate) , Page 5 found in the Nervelab, Page 6 found off of the Lead Nerve facility scientist.
Light Green
Carfentanil
Eight Pages: Pages 1 and 2 found in the Opioids Facility,
Pages 3-6 Found off of enemy scientists from Levels 2-5
(5% drop rate) Page 7 Found off of the Lead Opioids
facility scientist. Page 8 found in the Cafeteria on Level
7.
Blue
Mustard Gas
Four Pages: Pages 1-2 found off of enemy scientists on
floors 3-5(7% drop rate). Page 3 found within the
Military Research Facility (if you accept it from Irwin or
can be found as a drop item off of him). Page 4 found off
of the Lead Military Research Scientist.
Yellow
Sarin
Five Pages: Page 1 and 2 found off of enemies on floors
3-6 (5% drop rate). Page 3 and 4 found within theEnzyme Lab. Page 5 found off of Lead Enzyme facility
Scientist.
Orange
Tabun
Nine Pages: Pages 1-4 Found off of enemy scientists on
Floors 5-9 (5% drop rate). Page 5 found in the chemical
inventory room on Floor 6, Page 6 found in the military
research lab. Page 7 found in the Cafeteria on Level 7,
Page 8 found in the washroom on Level 8, Page 9 found
in the Enzyme research facility.
Green
CX
Six Pages: Pages 1-5 Found off of enemy scientists (6%
drop rate) on floors 2-5. Page 6 found in the Enzyme Lab. Red
Lewsite
Four Pages: Pages 1-2 found off of enemy scientists on
Floors 1-2 (10% drop rate). Page 3 Found in Chemical
Fridge on Floor 2, Page 4 found off of the Catalyst LabLead Scientist.
Lime Green
Ebola-X
Three Pages: Page 1 given to the player in the Viral Lab,
page 2 found within the Viral Lab, Page 3 found off of
enemy scientists on floor 1 (45% drop)
Light Blue
ALTV
Six Pages: Pages 1-4 found off of enemy scientists from
floors 3-7 (drop rate of 10%), Page 5 found within the
Catalyst lab, Page 6 found in a chemical storeroom on
Floor 6
Purple
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Anthrax
Four Pages: Pages 1-3 found off of enemy scientists from
floors 1-8 (drop rate 4%), page 4 found in the Cafeteria
on Floor 7.
Pink
Black Death
Ten Pages: Page 1 found within the Military Research
Lab, Page 2 found in the Catalyst Lab, page 3 found in
the Cafeteria on Level 7, page 4 found off of the Lead
Scientist in the Nerve Lab. Page 5 found in the men's
washroom on the 6th level, page 6-9 found off of enemy
scientists on floors 5-9 (drop rate 5%)
Black
Keys
Found off of dead security guards or scientists. Can be used to unlock labs and facilities and progress through the game.
Keys will be held in theplayers inventory. Players will have the option of using a key when they approach a facility or lab that is
locked that they have the key for. SeeGame Movementfor details.
Health
Heals the player or can numb the player for a set amount of time to ignore pain.
List of Health and Armour Inventory
Item EffectRequires Research
PaperFound Where
MorphineWalk and move
normally while injured
NoDrop item off of
security guards and
scientists
Repairbot 1.0Restores full health to
the playerYes
Given at beginning
Repairbot 2.0
Restores full health to
the player, renders them
invincible for 10
seconds.
Yes
1 part off of scientist
enemy, 1 part found in
medical lab.
Repairbot 3.0
Restores full health to
the player, renders them
invincible for 45
seconds
Yes
1 part in Cafeteria, 1
part in the medical lab,
1 part in the catalyst
lab, 1 part off of lead
medical scientist
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Game Modes
Overview
It's difficult to make a triple-A shooter without online multiplayer. Sinthesis will have a playable online feature of the game
using the chemical warfare and weapons. While the single player experience will still be the heart of the game, the multiplayer will
help prolong the game's longevity and add another interesting feature to the game.
Single Player Game
In the single player experience players main objective will be to take down the company while unlocking weapons to help
them. Players will be able to change the difficulty of their single-player game experience to make puzzles easier in the game and
enemy A.I. not as responsive.
Multiplayer GameIn the multiplayer, players will be able to compete in free for all, death match and capture the flag games. All the weaponsfeatured in the single-player will be available as pick-ups in the game. Players will be able to harvest other players that they have
killed for ammunition and use a set amount of combinable weapons. All players will have a hazmat suit for protection and the same
in-game rules of the suit will apply :
Rips and tears make it vulnerable to warfare Player is not immune to warfare weapon attacks once hazmat suit is damaged Can repair in lab stations for a cost of 50 carbons
Max Players
The game can host up to 16 players at one time through the Xbox Live and PSN system. In online, players will be able toenter a Lobby system where they can wait for other players to join the game.
Servers
Players can play online or through a LAN. The servers will be Peer to Peer servers.
Customization
Players will be able to customize their multiplayer experience by :
Selecting they type of multiplayer they want to play. Choosing their game type Customizing their hazmat suit with icons and colours
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Internet
The game will be connected the Xbox Live and Playstation Network. Players will be matched online based on their skill
set.
Gaming SitesThis game will be supported through UDP or User Data Protocol to prevent latency issues.
Saving and Loading
Players will be able to save in the single player game by pausing the game and selecting save from the pause menu. Players can
pause and reload their game at any point where the player is not in combat.
Players will not be able to save or load a multiplayer map as the game will be played in real-time over the Xbox live and Playstation
network. Players that leave more than 4 games prematurely will be subjected to a 10 minute time-out in the lobby before being able
to re-enter a game. Upon the next multiplayer arena the player enters, their hazmat suit will be coloured like a skunk.
Flowchart of Multiplayer System
Sinthesis Title
Multiplayer Game
LAN Online
Player SelectionScreen
Map andGametypeSelection
GametypeSelection
Lobby(Matching Players)
Multiplayer Game
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Gameplay Walkthrough
Overview
In the gameplay of Sinthesis, players will have to make their way through each level of the Genesis building and find items
such as key cards that are off lead scientists to gain access to rooms and the next level of the company using the elevator. The game
will have a total of 10 Levels to the building. On each level, players will encounter objects that they can store for ammo or use to
create the combinable weaponry. They will also find colour-coded papers off of minor scientists and within laboratories that they
will have to complete in order to gain access to the chemical warfare terminals (see features). All items that are intractable in the
environment will be highlighted in yellow when a player approaches it.
Example of Gameplay Levels
Level 1
The player will start in the Virus Lab (see World Layout). The lab is situated on the ground floor of the building. In this
area, players gain their first weapon: the particle accelerator gun and acquire their first introduction to the 3D chemical warfare
puzzle system by finding research papers within the lab and creating their first warfare weapon: Ebola-X.
Once players have acquired their first weapon, they will be able to leave the Virus Lab and be able to explore the level. In
the level players will have to:
Kill enemies using the particle gun Enter the Medical Lab Gain the first Nanobots recipe from the Medical Lab Finally, face off against the lead scientist, your boss to gain access to the 2nd level
Level 2
Players will start Level 2 at the elevator. From here, players will have to defeat scientists and security guards in the hall
way and make their way through the level to discover new items to pick-up and new research papers for chemical warfare. There are
two labs in this level: the opioids lab and catalyst lab.
After players have unlocked and explored the majority of each level (80%) they will spawn the mini-boss: the lead
scientist.
Lead scientists will yield research papers to unlock chemical and biological warfare. See the features section to understand
the mechanics to unlocking warfare.
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Level Consistency
Each level of Sinthesis will contain consistent elements on each level such as:
Two labs on the level A lead scientist mini-boss that will contain a security key to the next level Item pick-ups and research papers Chemical or Biological Warfare terminal Enemy Spawns
While there are some consistencies to each level, it will vary in terms of difficulty. The game will achieve this by:
Increasing difficulty in level layout Larger enemy spawns and greater difficulty (see enemies feature) Larger level designs
Break in Level Consistency
On floor 7 of the Genesis building, players will enter the employee break area and cafeteria. This is meant to be a bit of
comic relief for the player as the level will feature Genesis company motivation posters and propaganda along with items to collect.
Although the player will be able to encounter security guards and scientist enemies in this area, there won't be as many as on the
other floors and there will be lots of items that the player can pick up for combinable weaponry and ammunition for their weapons.
Hours of Gameplay
The single-player game-play will average 6 hours of game-play.
Victory Conditions
Players win the game by gaining access to every level of the building and defeating the final boss: the CEO of Genesis.
Once they have beaten the game, they will have the option of attempting it a greater difficulty and will unlock a hazmat
suit that they can customize in multiplayer mode.
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Camera
Overview
Sinthesis will be set as a 3rd person camera game with the vitals displayed in the top right-hand corner of the HUD and the Organic
Compound inventory as a list in the bottom right-hand corner. The only time in which the camera will not be focused on the player
will be during the puzzles at the computer terminals. At that point the entire terminal screen will be displayed as the players view.
Camera Detail #1
During normal game-play the camera will move as a 3rd
person camera shot from waist height of the player .
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Camera Detail #2
In areas where the player is in a larger room, the camera will move back to allow the player to fully see and be able to explore the
area.
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Enemies
Overview
Throughout Sinthesis, players will have to tear through throngs of enemies and scientists to make their way to the finalgoal : The top level of the Genesis building to kill the CEO of the company. The majority of enemies that the player will be killing
will be the guards, which come when a player trips over a trigger in the level
Enemy Spawns
Similarly to Left for Dead , once a player hits a trigger in the hallways of genesis Enemies will spawn in waves. Enemy
spawns will occur in various rooms of each level. Guards will be the only form of enemy spawns that repeat, with them triggering
spawns of 2- 14 guards. The most important feature of this is that enemies will respawn as players move past certain trigger points
which will never turn off to encourage players to:
Harvest and use Warfare ammunition Conserve Combinable Weaponry ammunition Minimize trigger-happy spray players Subliminally calculate the most efficient way to eliminate spawn groups while
Scientists will be found in areas of laboratories, while the Genesis Security Guards can be found in the hallways.
Security Guards
Overview
As players progress through the levels of the game guard waves will increase with stronger versions appearing later in levels.
Guards will be the only type
Security Guards 1.0
The most basic form of the Genesis' security guards.
They will always be affected by both types of warfare and combinableweaponry.
They are slow to move and often their only weapon is a pistol. They usually move in groups or are side-kicks for lead scientists Can be found throughout all levels of the game They can fire bullets once per 2 seconds and have a 33% chance of hitting the
player
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Scientists
Overview
Scientists are theplayers main goal to eradicate. Scientists can offer items and make the player one-step closer to achieving theirultimate goal.
Scientist 1.0
The basic scientist that can be found wandering the halls of Genesis or in a laboratory. They don't have any defenses and will
usually be killed instantly.
Things to note about Scientist 1.0:
Always can be found in a lab coat and safety goggles Drop items such as research papers and chemicals Sometimes will call guards to help them. No attack abilities
Scientist 2.0
These scientists can be found within the labs on floors 5 and up. They have been warned that you are coming and are more prepared.
They can use warfare (unspecified for now) , that can affect and kill you if your hazmat suit is torn.
Things to note about Scientists 2.0:
They are covered in face masks and full-body lab suits. All weapons are still effective against them. Still drop items such as research papers and chemicals Drop Erlenmeyer flasks containing unspecified warfare. If a player's hazmat suit is torn while in contact with the warfare,
they have 2 minutes of
real-time to repair themselves with a repairbot or they
will die.
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Lead Scientists
Lead scientists are the heads of each facility within the Genesis building. They are the lead researchers of all things created within
the laboratories at Genesis and get paid huge sums of cash. They have no morals and often look the other way when the company
uses their research or if the results of tests aren't what would benefit the shareholders and Genesis.
Lead scientists are treated as mini-bosses within Genesis. They will do whatever they can to stop the player from stealing their
research to create new weapons or to get to a new level of the building.
Players will have to defeat and kill the lead scientists of each laboratory to gain keycards. Keycards give the player access to
chemical storerooms and elevators which can be used to get to the next level of buildings.
However, killing a lead scientist is never as easy as it is to kill a normal scientist. Often, lead scientists will travel with security
guards or other colleagues. They are also known to be widely addicted to morphine and have already injected themselves with
cocktails of cures for any ailment that they may come across. Therefore, players will have to utilize their environment with
combinable weaponry to kill a lead scientist.
On the following page is a list of lead scientists, where they can be found and what players must do to kill them.
Lead Scientist
Lab Abilities Found Where Immune To Droppable Items How You Kill
Him/Her
Viral
-Has two security
guards with him.
-Lead scientist tries
to infect the player
with a virus whilethe two security
guards try and
damage the
players hazmat
suit.
Floor 1
First mini-boss in
the game, therefore
the player does not
have enough
weapons toeffectively take
them out if they
were immune to
warfare.
-Security card to
Floor 2 Take out the two
guards first, then
use warfare on the
lead scientist
Medical
Has tuned 3
repairbot swarms to
circle her body for
protection and can
send them out toattack you.
Floor 9
All chemical and
biological warfare,
has repair bots that
move as a swarm
across the enemyand heals her
-Repairbot 3.0
schematics
-security card toFloor 10.
Use a Gentlemans
Molotov and
other combinable
weapon AOEs to
kill the repairbots,
then attack withany combinable
weaponry or
destroy the
environment
around her and
crush her.
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Opioid
Sprays an
illusionary opioid
at the player
causing them to be
disoriented. Floor 8
All chemical
warfare, biological
warfare effects are
slowed by a rate of
10x and cannot kill
him, only slow or
inhibit.
Page 7 of the
Research Paper for
Carfentanil
Activate the
sprinklers by
shooting it with
combinable
weaponry. The
player can then
kill the enemy
using normal
weaponry.
Catalyst -Extremely quick
moving
-Attacks the player
with glassware
from his lab
Floor 2
None, but effects of
warfare are slowed
by 10X
Page 4 of the
Research Paper for
Lewsite, Elevator
card that grants
access to floor 3,
chemicals
Wait for a
moment when the
lead scientist
must pause to
grab glassware
before attempting
to shoot them.
Enzyme
Carries around a
gun that when hit
can alter the
players internal
enzymes and make
them vomit
uncontrollably
(stunning them for
5 seconds)
Floor 4
All biological
warfare, some
chemical warfare is
ineffective (only
those whose
warfare research is
found in the
enzyme lab)
Page 5 of the
research paper for
Sarin, Elevator card
that grants access to
floor 5, chemicals
All weaponry
works against this
scientist, so the
player just must
attack them
before getting
killed
Nerve Doesnt feel pain,
moves in a hazmatsuit
5 guards 2.0 around
him at all times.
Floor 5 None, though he is
in a hazmat suitwhich will render
the chemicals
ineffective
Elevator card to
floor 6, page 4 ofthe Black Death
Tear the hazmat
suit, kill theguards and then
kill the scientist
Military
Research
Moves in a
modified mech suit
with a Bunsen
flame thrower
attached, and a
machine gun arm
Floor 7 Mech suit is
immune to warfare.
Page 4 of mustard
gas research,
chemicals, key card
to floor 8.
Tesla gun,
combinable
warfare, once the
glass on the front
of the mech suit
breaks: warfare us
effective
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The Game World
Overview
The Game World for Sinthesis, although kept within a single building, will stay interesting by utilizing excellent texturing
of hallways and laboratories along with realistic placement of static meshes and well-made textures to help establish the player in
this scientific world.
Laboratories
Every floor of the Genesis building will feature two laboratories. Often players can find items, research papers, and
difference coloured terminals to synthesize chemical and biological warfare. Players will encounter enemies and scientists wi thin
the laboratories. However, there are some NPC's that are friends of the protagonist that may be willing to help you.
Painting a Realistic Future
Non-interactive static meshes in levels will be realistic and the laboratories will be designed and modeled after reallaboratories. Each laboratory will have different equipment and machinery that would actually be found in each lab. The goal is to
make the level design and game world seem as realistic as possible. The building design will be more stainless steel, cold , dark and
modern to reflect the Genesis' company and their beliefs.
The World Layout
OverviewThe world of Sinthesis all takes place within the Genesis Building. The level design will be a maze of hallways, chemical
storerooms and laboratories that the player will have to navigate through. As the player ascends the building, the levels will become
more complex and difficult to move around in. Players can use the elevator to move to previous floors of the building.
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World Layout Example #1
This is a general example of how a level of the Genesis building would look like. As the player progresses through the
level, they will find keycards and items (some off of enemies and some as pick-ups in the level) that can be used to gain access to
different rooms. Once the player has discovered the key events of the level, the lead scientist or mini-boss of the level will spawn.
Often, the scientist will hold the last piece of a research paper, an elevator key, and other key items for the player to progress
through gameplay.
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World Layout Example #2
As players move through the levels, knowledge of what you are trying to accomplish will spread throughout the building. Therefore,
a larger amount of enemy spawns and move equipped enemies will appear as you move through the levels.
In this example of Level 2, there are many similarities to Level 1:
There are two laboratories, however these are different in that they hold different research and scientists There are items and pick-ups throughout the level There is a lead scientist enemy spawn There is an elevator
As stated, players can move back to previous levels of the building providing they have the key card. As the game progresses, the
maze-like level design will become more difficult.
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Sinthesis
The Physical World
Overview
The physical world of Sinthesis is all kept within the Genesis building. As players navigate through the world they will beable to navigate areas of the Genesis building such as laboratories, chemical storerooms, elevators, washrooms, and the company
cafeteria and lounge.
Key Locations
Laboratories
Laboratories are the main mid-level goal for players. In laboratories players can find objects, access warfare terminals and find
research papers. They will also find scientists who work for Genesis which they must kill to progress through the level.
Laboratories will contain both interact able and non-interactable objects. All of these objects will correlate to what would be foundinside each of the laboratories with various equipment that would be used for each one. It is important that each laboratory have
certain similarities in terms of the physical layout, but also different objects and equipment that solely correspond to that lab.
For example, the Catalyst lab will contain :
multiple glassware which will be set up and appear to be running and will be almost maze-like acrosscounters
terminals specific to the lab (seeList of Warfare Weapons) An IR Spectroscopy machine Multiple computers hooked up to other instruments within the lab (seeReferences for Scientific Instruments) Eyewash station and emergency shower fume hoods
Chemical Storerooms
Chemical storerooms will contain items that players can use for the particle accelerator gun.
Each storeroom will contain metal shelves which will contain interactable and non-interactable
objects that will be placed on the shelves. Items will appear in bottles, flasks and various
containers including boxes. There will be an MSDS form on the wall which cannot be selected.
An MSDS is a material safety data sheet which is required in any storeroom.
Storerooms will be dark with only fluorescent lights. There are two types of storerooms in thegame, a dry storeroom and a refrigerated storeroom to keep certain materials at various
temperatures
Figure 3.0- An example of a MSDS
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Employee Washrooms
To create a sense of a realistic workplace, washrooms can be found on various levels of the company building. Employee
washrooms will sometimes contain objects and research papers that the player will be able to use. Players will also be able tointeract with urinals and toilets like in Duke Nukem 3D for comic relief. On top of urinals and toilets, employee washrooms will
contain sinks, mirrors, a blue-tiled floor with white walls and fluorescent lights.
Elevator
Elevators act as the sole method of movement from floor to floor. To access various levels players will have to have a keycard to
each level which can be found in laboratories or off of lead scientists. Elevators will look like your stereotypical elevator.
It will have :
basic , beige tiled floor roughly 2 meters squared fluorescent lights in the ceiling buttons that the player can select to each floor elevator music
Elevators will also act as a loading screen to load up the next level of the game, so once a player has selected a floor , a cut scene
will occur where Alvin is tapping the floor and waiting for the elevator door to open on the floor.
Scale
Each level will be roughly the same scale in terms of height. However, each level will be shaped differently and as the player
progresses, will take longer to navigate.
Hallways will all be the roughly the same width and height. Each piece of the hallway will be 2 meters high and 3 meters across.
This will be tight enough that the player will always be navigated and will make each area seem more like a maze. It is important
that all hallways are exactly this size so that when modeling the level, pieces will fit cohesively.
Laboratories will vary in shape and size, but will often be a large component of the level. They will be 2 meters high and up to 20
meters squared.
Storage rooms and rooms off of hallways will be roughly 2X8 meters in size and shape
All rooms will follow 2 meters high so that the player gets the sense that it is a building and there is a level floor above them.
The player will take anywhere from 30 minutes to an hour to navigate each level, depending on which level they are in and how
long it takes them to defeat enemy spawns.
All players and enemies will be the same height and roughly the same size as all are modeled after humans and not any other type of
species or monster.
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Objects
Overview
While the inter actable objects have already been stated in theToolssection of the game. Other objects will be placed in
and around the level for players to use as cover, or to create an effecting atmosphere and setting. The main objective for object
placement will be in the laboratories as the objects there are complicated and will have to be modeled using as many reference lab
images as possible. See theobjects appendixfor the list of laboratory objects and objects found within the game world.
Example Images of a Laboratories
In this image, notice that a large majority of the glassware is brown in colour. This is because certain chemicals will degrade from
UV light. There are a few storage fridges in the laboratory and a fume hood. The countertops and counters are often ugly and
stained from failed experiments
Time
Time will work as real time in the game. When the player moves through the level, they are moving in real time. There isno slowing or speeding up of time. It is constant.
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Musical Scores and Sound Effects
Overview
Music and sound effects are an important factor of any game. Sinthesis music will always sound technical with lots of
staccato points and create a sense of tension within the player. Sinthesis sound effects will not only help establish a setting but will
help indicate to a player if enemies are approaching.
Sound Design
Sound design will be a key component to the game as it will help indicate to the player when enemies are around and help establish
the setting of the game.
SFX
Sound effects within the laboratory will include: boiling liquid players feet moving across a hard surface (tile) glassware clinking vacuum sounds and air vent sounds
Sound effects in the halls will include:
Players feet moving Alarms in certain areas going on and off (if a player moves across a trigger) Enemy feet running
Voice-OverVoice acting will play a key part to Sinthesis. Alvin will often remark to himself if anything in-game happens such as during combat
or gaining items as an indication to the player.
Enemies will also grunt, scream in pain, shout orders to each other, or acknowledge Alvin and order others to "get him" based on
the distance and if the player selects a trigger. This helps indicate to the player that there is a combat moment in the game.
All NPC's, lead scientists, and scientists will have different voice acting.
Music
Music in Sinthesis will vary depending on the players location. Music will often be light and staccato with a few dark undertones.
When the player enters combat, music should quicken and create tension with the player. In the laboratory, a different track willplay.
While in the elevator, light midi-like salsa elevator music will play as comic relief.
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Extra Miscellaneous Stuff
Overview
This section contains a terminology appendix in case any words are unfamiliar to the reader.
Terminology Appendix
Alkalide: Chemical compounds in which alkali metals are anions (that is, they bear a negative charge). They are highly reactive
Catalyst: A substance that causes or accelerates a chemical reaction without itself being affected.
Chemical Composition: The amount of molecules of each element needed to form a chemical compound.
Codon: A triplet of adjacent nucleotides in the messenger RNA chain that codes for a specific amino acid in the synthesis of a
protein molecule.
Centrifuge: Piece of equipment, generally driven by an electric motor (some older models were spun by hand), that puts an object
in rotation around a fixed axis, applying a force perpendicular to the axis.
Enzyme: Any of various proteins originating from living cells and capable of producing certain chemical changes in organic
substances by catalytic action, as in digestion.
Fractional Distillation: separating chemical compounds by their boiling point by heating them to a temperature at which several
fractions of the compound will evaporate.
mRNA: a single-stranded molecule of RNA that is synthesized in the nucleus from a DNA template and then enters the cytoplasm,where its genetic code specifies the amino acid sequence for protein synthesis.
NMR Spectroscopy Instrument: Machine that applies electromagnetic (EM) pulse or pulses, which cause the nuclei to absorb
energy from the EM pulse and radiate this energy back out as data.
Nanobot : A type of robot that is extremely small (under one micrometer) and can be measure in a nanoscale. (used in the repairbot)
Opioid: Opioids are a family of drugs that have morphine-like effects.
Particle Accelerator: a device that uses electromagnetic fields to propel charged particles to high speeds and to contain them in
well-defined beams.
http://en.wikipedia.org/wiki/Chemical_compoundhttp://en.wikipedia.org/wiki/Alkali_metalhttp://en.wikipedia.org/wiki/Anionhttp://en.wikipedia.org/wiki/Rotation_around_a_fixed_axishttp://en.wikipedia.org/wiki/Chemical_compoundhttp://en.wikipedia.org/wiki/Boiling_pointhttp://en.wikipedia.org/wiki/Temperaturehttp://en.wikipedia.org/wiki/Electromagnetic_fieldhttp://en.wikipedia.org/wiki/Electric_chargehttp://en.wikipedia.org/wiki/Particlehttp://en.wikipedia.org/wiki/Particlehttp://en.wikipedia.org/wiki/Electric_chargehttp://en.wikipedia.org/wiki/Electromagnetic_fieldhttp://en.wikipedia.org/wiki/Temperaturehttp://en.wikipedia.org/wiki/Boiling_pointhttp://en.wikipedia.org/wiki/Chemical_compoundhttp://en.wikipedia.org/wiki/Rotation_around_a_fixed_axishttp://en.wikipedia.org/wiki/Anionhttp://en.wikipedia.org/wiki/Alkali_metalhttp://en.wikipedia.org/wiki/Chemical_compound -
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APPENDICES
Appendix
The Game
Vancouver FilmSchool Presents
A Smore Game:
Using Samplesfrom :Five Alarm
Studios
Main Screen
OptionsStart New Game Load GameCredits
Saved GameSelection Screen
Loading SavedData
SoundSettings
DisplaySettings
ControlSettings
DifficultyPause
Quit
Options
Resume Game
Save Game
Creating NewSaved Data
Create a NewSave Point?
Tabbed Menu
Saveable Data
Two-Way Connecton
One-Way Connecton
Legend
Decision Screen
Detailed wireframe of the Start-Up Screen and how the player can navigate.
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Game InterfaceMenus Appendix
Screen Flow Diagrams
Wireframes
Start Menu
1 Start New Game: This will enable the player to enter a new single player game.
The button will appear white in the font Cambria Math and bill branch off of the
benzene ring with a white line. When the player scrolls over it the button font will
change to red. Confirmation of the start new game selection will cause it to flash
from red to white three times. When the player selects it, it will open the save file