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Project Duration
        7 weeks

       Team Size

      10 members

    Engine/Tools

 Unity & Perforce

SAFETY PROTOCOL is a narrative-driven, environmental puzzle game that lets you explore an eerie space station while chatting with the stations AI

Reactivate the hidden fuse boxes to increase your power supply.
Distribute the power to the different areas inside the station to unlock new paths, allowing you to delve deeper into the story.

Contributions

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Gameplay Design

I was in charge of designing the main mechanics of the game, such as the power distribution system.

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c# Scripting

Assisted the programmers with creating the main mechanics and performed various smaller tasks, such as setting up story triggers.

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Narrative

I was in charge of creating the overall plot and structuring the main story beats of the game. I also assisted with fine tuning the games dialogue.

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Product Owner

I was tasked with making sure the project stayed on track and unanimously moved towards creating our original vision.

Design Pillars

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Build your path

The stations available power is a limited resource that the player must allocate carefully in order to unlock doors or power up room specific systems.

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Exploration

The station features various ways to traverse its desolate halls and many objects that help uncover more of the games story.

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Suspicion

The narrative is the real player motivator. As the player progresses through the story it becomes more and more unclear of whom they can trust.

Core Loop

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Power up new Area

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Explore/Solve puzzle

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Distribute Power

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Chat / Plot progression

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Locate Fusebox

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Reach Console

Icons made by Freepik from www.flaticon.com

Power Distribution mechanic

Throughout the game, the player must interact with large consoles which, among other things, allow them to access the power distribution mechanic.

When utilizing this mechanic, they get a small overview of the stations’ layout and an indicator showing them how much power they currently have access to.

Here the player may freely add or remove power from any available doors or rooms shown on the map.

As the player activates more fuseboxes, their power supply increases and allows them to explore further.

Powerable Systems

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Doors

Unlocks the door corresponding with the minimap icon

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Console rooms

Powers on the main consoles and smaller log computers

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Greenhouse

Powers on the ventilation fans and smaller log computers

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Server Hall

Opens entrance door and powers on smaller log computers.

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Cargo Hold

Powers on the Crane and smaller log computers

Design intent: Agency and story flow

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Slide 1-3: Player Agency

Slide 4: Story Flow Control

Design intent: puzzle uses

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Slide 1: Powering on/off

Slide 2: Exploration as a puzzle

Design process: Concept

Slide featuring mock-ups from the concept pitch

In these early concepts, the player would have to manage more individual systems. This meant things such as spending power on ventilating corridors and powering up individual consoles. It also featured areas that were broken and hence, could not be powered.

Design process: Iteration

As we performed some playtests early on, it became apparent that the system was a bit to complex. Both for our testers but also for our project scope. Our solution became to remove the individual powerable systems and just separate them into Room systems and Door systems. Powering a room now powered all of its internal mechanics, which lowered the amount of power the player has to manage. The following Flowchart was created to visualize the new system for the team.

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Concept & Final Version

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