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Data Ward
  A Fast-Paced,Party/Arcade Game




By Ross Derham, Jack Donovan, Chris Marini
The Hook

 Data Ward uses fast-paced reaction gameplay to pit a thief
attempting to escape a high-tech security building against the
                 building’s security system!
Business
 Data Ward is a two-player vs. party/arcade game

 DW will be featured on PC/Mac/Linux and possibly current
  gen consoles

 Premium pricing with potential for monetized extras!
Synopsis
 With the stolen microchip in hand, the thief must get out of
  the building before the security system catches him! The
  thief player must navigate a series of obstacles placed by the
  security system player who is attempting to stop the thief!
  Only one of them can win!
USP
 “Asynchronous” and synchronous versus gameplay!

 Player 1 plays as the security system allowing them to place
  obstacles and activate the systems in-game.

 Player 2 plays as the thief attempting to safely navigate the
  obstacles placed by player 1.
Gameplay Examples/Description

Player 1 – Security System

   Player 1 will be allotted 60 seconds to place a select amount of
    security systems onto the map. After this time, the game begins!
   In game, each system is mapped to a controller button – pressing
    it activates all systems of the same type for a period of time.
   Player 1 has a limited number of activations, so he/she must be
    careful/resourceful!
Gameplay Examples/Description
Player 2 – Thief

   Player 2 has a limited time to navigate the obstacles/security
    systems placed by player 1.
   Player 2 must react quickly enough if caught by a security system
    or he/she loses.
   Player 2 has the ability to “Phase Shift” – this allows them to pass
    through security systems unnoticed for a short time.
   Player 2 has a limited number of Phase Shifts, so he/she must be
    careful/resourceful!
Game Structure

 Each game will consist of at least 2 rounds (designated by the
  player)

 Each round will comprise of 3+ levels or “floors” of the building

 After each round, the player roles will switch (SS becomes Thief
  and vice versa)

 Levels will feature pre-structured layouts and player-placed
  security objects

 For pick-up games, players will be able to choose what level
  they wish to play (and the option to switch at the end of that
  level) for as many levels as they wish
Game Environment/Art Style

 The environments for each level are the various floors of a
  high-tech building

 Data Ward’s art-style is simple, polygonal, and not hyper
  realistic

Art Assets:
     Security walls (red & blue)
     Security Cameras/Spotlights
     Security Lasers
     Security Turrets
     Environment assets
     Character Assets/Model

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Data Ward Pitch, v1.0

  • 1. Data Ward A Fast-Paced,Party/Arcade Game By Ross Derham, Jack Donovan, Chris Marini
  • 2. The Hook  Data Ward uses fast-paced reaction gameplay to pit a thief attempting to escape a high-tech security building against the building’s security system!
  • 3. Business  Data Ward is a two-player vs. party/arcade game  DW will be featured on PC/Mac/Linux and possibly current gen consoles  Premium pricing with potential for monetized extras!
  • 4. Synopsis  With the stolen microchip in hand, the thief must get out of the building before the security system catches him! The thief player must navigate a series of obstacles placed by the security system player who is attempting to stop the thief! Only one of them can win!
  • 5. USP  “Asynchronous” and synchronous versus gameplay!  Player 1 plays as the security system allowing them to place obstacles and activate the systems in-game.  Player 2 plays as the thief attempting to safely navigate the obstacles placed by player 1.
  • 6. Gameplay Examples/Description Player 1 – Security System  Player 1 will be allotted 60 seconds to place a select amount of security systems onto the map. After this time, the game begins!  In game, each system is mapped to a controller button – pressing it activates all systems of the same type for a period of time.  Player 1 has a limited number of activations, so he/she must be careful/resourceful!
  • 7. Gameplay Examples/Description Player 2 – Thief  Player 2 has a limited time to navigate the obstacles/security systems placed by player 1.  Player 2 must react quickly enough if caught by a security system or he/she loses.  Player 2 has the ability to “Phase Shift” – this allows them to pass through security systems unnoticed for a short time.  Player 2 has a limited number of Phase Shifts, so he/she must be careful/resourceful!
  • 8. Game Structure  Each game will consist of at least 2 rounds (designated by the player)  Each round will comprise of 3+ levels or “floors” of the building  After each round, the player roles will switch (SS becomes Thief and vice versa)  Levels will feature pre-structured layouts and player-placed security objects  For pick-up games, players will be able to choose what level they wish to play (and the option to switch at the end of that level) for as many levels as they wish
  • 9. Game Environment/Art Style  The environments for each level are the various floors of a high-tech building  Data Ward’s art-style is simple, polygonal, and not hyper realistic Art Assets:  Security walls (red & blue)  Security Cameras/Spotlights  Security Lasers  Security Turrets  Environment assets  Character Assets/Model