1. Fabien DI PARDO Artistic Director
Sylvain ERIKSEN Project Manager
Steve LA MOTTE Game Designer
Baptiste MOISAN Game Designer
Aymeric SCHWARTZ Sound Designer
Marc SEGUIN Usability Expert
2. CONTEXT
Blind Trust is a school project
which was developped during our
first year of Master's Degree.
The Enjmin is the only public video
game school in France, and after
two years, students obtain a
Master's Degree in games and
interactive digital media.
The objectives our school set was to create an
interactive product which can be experienced by
anybody. A person who has never seen a video
game or a television, should be able to understand
all the interactions and their meanings.
Therefore, we drawed special attentions on the
tutorial and the different feedbacks, keeping in mind
an original gameplay.
During the end-of-the-year presentation, several
teachers and professionals encouraged us to
developp the game using XNA ; which is why we
saw an opportunity to share this game to everyone !
3. PRESENTATION
GAME OVERVIEW
Title : Blind Trust ESRB : E10 (Everyone
10+)
Number of players : 2 players (no solo mode)
Public aim : pick up and
Genre : party game, « coopetition », card & play, family, party-
board-like starter
GAME MECHANICS
Blind Trust is a game about trust and distrust between two players.
The first player controls the only character on the screen and can't look at it, he has only sound feedbacks.
The second player sees what is on screen and has to guide the other player.
With the same character, each of the players has to collect their own specific items and avoid the enemies.
In a word, the players must cooperate to progress but they remain in a competition of victory.
During this whole document, we will name the player who controls the character without seeing it "the blind-
player" ; and the player who guides the other one "the sighted-player".
4. USP
INTERFACE TRUST vs. DISTRUST
The two players don't have the The whole point of the game lies on
same role. One player give the ambiguous relationship
directions whereas the other one between both players :
has to choose either to take them
for granted or not. - the blind-player must figure out
whether his opponent is bluffing or
The blind-player has the Xbox 360 not ;
controller and needs to be - the sighted-player must con his
blindfolded (or at least must opponent.
pretend to be).
The sighted-player sees what is on But still, a certain cooperation is
screen and can only give oral required in order to win...
requests.
5. BACKGROUND
STORY TWO PARTNERS
27th february. 12:57pm. Grand Bank. ED "MONEYMAKER":
This fat one is a legend in robbery.
Today's the big day. No vaults can resist him.
After weeks of agreements, Ed and Bob are "SHINY" BOB:
finally going to make the biggest break-in of Bob onlys cares for jewels, and this
all time... Or at least of this year... greedy fellow is always trying to
con you.
The two partners are well organized : Ed is
prepared to enter into the vault while Bob
checks the control room and sets the bomb.
Unfortunately, the explosion dazzles Ed
who has no other choice to listen to Bob's
orders.
But those two deceitful thieves are going to
scam each other to get more money.
6. THE 3 « C »
CAMERA CHARACTER
The game is in a 2D top view (Zelda The characters moves in 4 directions (4
on Snes). cardinal directions)
He moves faster than the guards.
The blind-player can steal some items from the
sighted-player by pressing the A button.
If he has less items than his opponent, he
steals 3 items and spawn 3 guards on the map.
CONTROL If he has more items than his opponent, he
only spawns 3 guards on the map.
D-PAD
Moving the avatar
"A" BUTTON
Stealing points from the
Sighted Player
AND
Spawning new ennemies
7. GAMEPLAY
OBJECTIVES
One needs to collect more items than his opponent before the level is over :
- the blind-players collects dollar bills ;
- the sighted-player collects diamonds.
They need to avoid the guards otherwise it's a game over.
One level is 3' long.
When the timer reaches 2', an "exit" appears on the map, enabling the players to
complete the level.
If the timer reaches 3', the game is over.
CHALLENGE
- communicate efficiently
- coordinate action and speech
- find out a stratgey during the game
8. VICTORY CHART
CONDITION BLIND PLAYER SIGHTED PLAYER
Reaching the Exit before 3'
With more Dollar Bills than Diamonds Victory Defeat
With more Diamonds than Dollar Bills Defeat Victory
Players are caught by a Guard Defeat Defeat
The timer hits 3' Defeat Defeat
9. GAMEFLOW
Following Sighted Player's advices
VOYANT AND
stealing Diamonds
Following Sighted
Player's advices
Stealing Diamonds
Guiding the Blind Player
toward Dollar Bills
Guiding the Blind Player
toward Diamonds
After 2', guiding the Blind
Player toward the Exit AVEUGLE
10. INTERFACE
Guard
Diamonds
SIGHTED
Avatar
PLAYER
Dollar Bills
Exit
(Random position)
Control of the
avatar
BLIND
PLAYER
11. REFERENCES
Blind man's bluff for :
- the idea of playing "blindly"
Pac-man for :
- collecting items
Resident Evil 5 for :
- cooperating
Gangster movies for :
- the general atmosphere