Art Bible
Overview: Mood + Theme: Dark, gritty, dystopian.Colour Palette: Moody and grey with blue tones. Style: Realistic retro-futurism reminiscent of cyberpunk. Environment: The environment is eerie and devoid of fellow human life, but cluttered with pipes, wiring, boilers, and engineering equipment READ MORE
Market
PARANOIA is targeted towards 18-35 year-olds for whom videogames are a hobby. This demographic are consumers of all media types, with social media networks being used the most frequently – Facebook, Youtube, and Instagram are the top 3 platforms used READ MORE
Game Pillars
PARANOIA Game Pillars: These 3 pillars should underpin the main emotional reaction I’m trying to get from players: a feeling of constant paranoia over whether or not you are currently being seen.
Levels
Overview PARANOIA is a 3-act game where every phase affects the next. New players will feel the authentic horror of realising this, while returning players can employ a level of strategy in knowing and working around it – this way READ MORE
Audio
PARANOIA is voiceless and musicless, as both sounds are sources of comfort. Instead, audio should come from ambience and audial clues, which should play an enormous part in both unsettling the player and keying them in to the environment. If READ MORE
Mechanics
Core Mechanics The core mechanics of PARANOIA should be simple and intuitive through all phases. The actions in phase 1 and 3 should also remain consistant. Difficulty: PARANOIA will have traditional difficulty levels, such as Easy, Normal, and Hard. These READ MORE
Narrative
PREMISE: In PARANOIA, players take control of a faceless avatar trapped inside a panopticon tower. In order to be free, you must escape. Game Narrative PARANOIA’s story is linear, with 1 defined ending, which is driven by player exploration, environmental READ MORE