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1 Cybergirl Project Prepared by Michelle Gagné September 2018 (Draft Version 3.5) MICHELLE GAGNÉ 203-4080 BOULEVARD ST-LAURENT, MONTRÉAL, QUÉBEC, CANADA, H2Y 1Y8 │PHONE: (514)-503-9160 / (514) 845-7369

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Page 1: Cybergirl Projectcybergirl.world/wp-content/uploads/2018/08/ExecSummary...1 Cybergirl Project Prepared by Michelle Gagné September 2018 (Draft Version 3.5) MICHELLE GAGNÉ 203-4080

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Cybergirl Project

Prepared by Michelle Gagné

September 2018

(Draft Version 3.5)

MICHELLE GAGNÉ │ 203-4080 BOULEVARD ST-LAURENT, MONTRÉAL, QUÉBEC, CANADA, H2Y 1Y8 │PHONE: (514)-503-9160 / (514) 845-7369

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Executive Summary

The CYBER RESISTANCE Game

A relevant and visually exciting universe and a unique gaming engagement…

E X E C U T I V E S U M M A R Y

This initiative is a part of Cybergirl, a transmedia narration project which comprise of telling independent yet connected stories across multiple media as a collective experience of the narrative. An appealing entertainment brand franchise and a creative team driven by a social and educational vocation. The large entertainment spectrum covers far more than movies, games, comics, novels, music, and includes: Global entertainment capitals, entertainment, immersive and self-learning technology, and a mass media portal with a blog for all things behind-the-scenes. This method of storytelling explores creative possibilities that opens up new revenue streams and promotes audience engagement.

GAME DESIGN The prevalent genre is Science-Fiction and combines adventure, strategy and learning. For single or multi-user interaction mode, it can be deployed to smart phone, internet, console, and table game. The 3 levels of consumer entertainment are available: playing, viewing, and creating, as the player is involved in the development process. In addition to a freeware version made available early to generate hype, 3 major versions are planned, and fall in line with the feature films’ releases.

TECHNOLOGY / PRODUCT A software development solution for developers to code the game mechanism, artificial intelligence components to create BOTs, and connectors to integrate existing technology for 3D, VR, 360-degree camera, etc. A geospatial server centralizes the game data, info, player locations and the doors to enter the game rooms. An Agile Team server is used for incremental development and content delivery, builds and release management. The data architecture is designed for flexibility and expansion growth. Open Source software is favored.

UNIQUE SELLING POINTS Leverage of creative resources and technology

International appeal, with a multi-language design concept

Social and Educational Impact

PLAY CYBER RESISTANCE Experience the cyber dimension like never before

A relevant and visually exciting UNIVERSE, a unique gaming ENGAGEMENT…

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G A M E O V E R V I E W

T H E STORY In the beginning of this new universe, energy and matter created continents composed of digits, streams and networks structured around the fundamental laws of physics and quantum mechanics. Then came light, intelligence and free will that drove its evolution. Today, controlled by big corporations and dark souls, populated with cyber creatures and living organisms, it’s a fascinating and dangerous place. Welcome to the Cyber World! At the push of the start button … a big bang! The player is propelled through a chasm at record speed and ends up floating in space, gravitating endlessly in the cyber dimension, until he acquires enough matter and energy to create an identity. To grow up, the player will need to setup a basecamp and acquire the tools and equipment required to survive in this world. Later, after gaining knowledge and power, the player is recruited as a Rookie in the Cyber Resistance, where he will need to prove his worth by successfully completing his missions. Moving up in rank, the player can choose to become a group Holon Master, or to keep serving as a freelance elite member cooperating with the groups. The journey continues…

THE FLOW The player goes through a series of scenarios, quests and levels to complete the game. Mission

assignments provide the goal, success factors, decryption keys, warnings and tips for success.

The player must first find the door by solving a geography riddle, locate the place on the map,

find the quantum key, and decrypt it to enter the network maze, where hazards, enemies, and

goodies await. The difficulty level will increase as the player progresses through the different

levels.

It will be possible for the player to collect different power-points during each round. Enemies and hazards cause different amounts of payoffs or damages. Scores are recorded at the end of a round, when successfully exiting the maze. To pass a level, the player needs enough points to survive and avoid black holes and worm holes that cause a warp exit back into the ordinary world.

PLAYER IDENTITIES Players have multiple personalities, up to six (6), each with special aptitudes to perform different activities. These personas are identified by a visual cue and linked to the main player.

- LEARNER: While learning, the player location is undisclosed - SPY: While gathering information, the player is invisible - HUNTER: While on the hunt, the player is vulnerable - AVENGER: Undercover mission - HOLON MASTER: Captain of a cyber resistant group

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G A M E U N I V E R S E

DIMENSIONS The game universe is made up of three dimensions. The ORDINARY World, powered by a geospatial engine rendering a base map comprised of land, buildings, cities, political and geographical boundaries, and other layers moving downward from sea level or upward to earth’s atmospheres and beyond. The CYBER Space, a place unknowingly created by man, the direct consequence of their powerful technologies generating energy and new type of nano-particles. It’s a self-sustainable universe that supports the essence of the human life, the SOUL. The CYBER Networks, called Net Mazes, are labyrinths where players will need to find the way out to complete their missions.

NETWORKS AND MAZES Called Net Mazes, they come in different types (cable, wifi, lifi, radio, satellite…) for different usage, each with a specific look and feel and navigation method. Networks are created to be extremely customizable and flexible, as players can developed their own.

DOORS AND CONNECTIONS The player will move from earth, to the

cyber space and to various networks by

finding the doors (entry and exit) or by

falling through a Warp Exit (Worm Hole,

Black Hole) or by running into a Higgins

Bosom.

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G A M E W O R L D

NAVIGATION The navigation method is based on the dimension and the network type the player is visiting. In the Ordinary World dimension, well it’s ordinary. Similar navigation methods as Google Earth, but on our own geospatial server that also provide other layers of information such as doors, keys, clues, knowledge, and the players location updated in real-time or at fixed intervals. In the cyber networks called Net Mazes, the player will either jump, surf, skate, slide or gravitate, depending on the type of network and the piece of equipment used.

BASECAMPS AND TRANSIT BUBBLES (VEHICLES) To settle in, the player must find a spaceship able to navigate in the Cyber Space dimension to act as a safe house when doing research or illicit activities, a place to stash equipment, tools, power and matter, and a vehicle to move in the cyber world. Considered Home, it’s the player’s responsibility to furnish it, decorate it, and most importantly, maintain it.

Named after existing mega viruses, they also mimic them as far as structure, movement and navigation method. They come in many shapes, colors and size, some big enough to host all the crew members of a Holon Group. Like all organisms, they must produce energy and protein matter to reproduce, and their unique survival mechanism applies to the game. For instance, some produce their own energy, some need to attach to a host, and some must invade other organisms to turn them into zombies.

Each virus can produce Transit Bubbles that spawn in the universe and can travel in the different dimensions.

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G A M E M E C H A N I C S

POWER-UPS AND COLLECTIBLES The player needs Energy, Light and Matter to survive. The Info Amides contain knowledge to build tools or to pursue a mission. Data Gametes provide data that can be intercepted for a later use or serve to send private messages.

TOOLS AND EQUIPMENT Tools serve more than one purpose in the game, from catching power-up points and resources, to serve as an arm or for protection. Each one is operated differently, and as close as possible to reality. For instance, to fish for matter, the player will need to tie a bait, cast the line, wait patiently, and hook the matter as it passes by.

Navigation equipment such as skateboards, surf boards, para gliders, etc. are used to navigate in specific networks.

The most versatile pieces of equipment are the Reflector Shield used for protection against hazards and enemies, sliding and collecting Power points. The Music Instrument serves to navigate in musical or radio-based networks, to solve musical riddles, to ward-off hazards or put to sleep certain enemies.

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E N E M I E S & B O S S E S

HAZARDS The player will be faced with different cyber hazards and creatures (enemies). They can be avoided, if the player is on the look-out for tell-tale signs, or once in view, by getting the hell out of its path. For close encounters, some tools and equipment lets the player neutralize or destroy it.

ENEMIES During the adventure, the player will face different enemies and must decide to avoid or engage in conflict.

BOSSES During the adventure, the player will eventually come into contact with Cybergirl, who has the final decision whether or not the player is fit to be recruited. The Dark Web Master roams everywhere, and if you meet him around a corner, watch out for the black holes he can create and place on the path of unwary players.

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G A M E P L A Y The player can improvise, roam at-will in a non-linear fashion, discover, learn, play, solve riddles, navigate, find location-based doors or take on missions that brings them into different dimensions or networks.

PLAYER BACKGROUND Like the heroine in the story, the player is killed on-line by an obscure Dark Web society known for producing interactive events, and at the time of death, in the midst of an out-of-body experience, a power surge caused by a network overload creates an electric arc and nano-particles that attracts the player’s soul and retreats back into the network with a big bang!

PROGRESSION Like in the ordinary world, the player starts from birth and progresses through the different stages of life, starting with getting an identity, growing up, settling in, teaming up, and elevating as a member of the cyber resistance movement.

After completing all of the mission assignments and levels successfully, the player must decide his future: Become a group Holon Master or continue on a freelance Elite Member in the next release of the game.

RESOURCES / CURRENCY At the beginning of the creation, there was light, then a Big Bang creating enough power to mix up a soup of particles, that

eventually became the world we live in. The same principles apply to the game.

Players with knowledge and power, can create

tools, equipment, arms and armors. The MIND

OVER MATTER factor.

Resources can be drained by hazards, enemies

or bosses. For example, Wisdom points are

drained when the player is in the same network

as a Fake News producing Troll.

Points are acquired by catching power-ups,

disabling an enemy, finding hidden treasure

troves or participating in self-learning and social

mission activities outside of the game and

available on the Cyber Resistance Social

Network which is part of this project.

Note: Different strategies exists for in-game revenues that would be sure to engage a larger audience, like using these points

for in-game purchases.

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KIND OF PLAY

TACTICS & STRATEGY For a gamer, going through a Net Maze is similar to playing in a Roller Derby, except the oval track is instead a labyrinth. It’s the same kind of play in many ways: player is in constant movement, quick decisions are required, similar maneuvers and tactics to avoid turtles (hazards) that slow you up, walls (fire) that burn you, chasers (enemies), and trackers … More so, the rules are similar and they share the same goal: Stay alive until the finish line while getting a maximum of points.

CHALLENGES The player will engage in different passive challenges throughout the game levels. Some are required to be successful, while others are optional.

Active challenges include navigation maneuvers, operation of tools and equipment, play music, and perform actions: Find, Catch, Avoid, Protect and Fight.

ROUND OF PLAY At the start of the game, the player selects his musical instrument and is provided with the reflector shield and a fishing rod. To create other tools and equipment, the player must have the necessary knowledge (recipe), points (ingredients) and perform the MIND OVER MATTER ceremony. In each round, the player will:

Get a mission assignment, prepare the basecamp Obtain the required data and information to proceed Search & find the door location, and decrypt the

Quantum key Get to the Exit of a Netmaze, while avoiding hazards and

enemies, and acquiring matter and power Conquer at least one enemy or hazard

To complete successfully the round, the mission’s goals must be met.

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M O O D S & F E E L I N G S

STRUCTURE & MOTIONS In the Universe, everything moves, vibrates and travels in circular patterns, just like in the Cyber World. The space and network design is structured on the same principles of physics that explain our world; light, vibration, movement… Speed and frequency determination follows the Electromagnetic (EM) spectrum and Universal laws; gravity, relativity, attraction, polarity, transmutation, rhythm… Player navigational equipment (skate board, glider…) impacts the overall experience and network types determine speed and motion; A stroll in the park or a roller coaster ride, a downhill crazy carpet run or a relaxing gliding movement.

When going through doors, worm holes or black holes, the player is sucked into an hour glass type structure, going down faster and faster until hitting the narrow neck, where abruptly, the rotation changes to counter-clockwise, while the speed increases or decreases until it matches the dimension or network the player is sent to.

LOOK & FEEL In general, the same energy, urgency and thrills as in Roller Derby where tactics, fast thinking, moves and special actions are required to avoid hazards or enemies. Net Mazes are tunnels of light, each with a different look and feel, while Cyber Space is powered by musical waves in a 360-degree film background. The movie props best represent the mood, look and feel.

MUSIC

Music is an integral part of the story and the game. The musical instrument serves many purposes for the player, musical notes are used for decryption and secret messages, while songs and melodies power the gravitational waves in cyber space. Each Net Maze has its own song and the ambient tempo is based on speed. Of international flavor, with 80’s remake, the music is offered

as a soundtrack.

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C U T – S C E N E S & B O N U S E S

CUT-SCENES Some info amides contain behind the scene data or videos produced by the game developers or film producers, VIP invitations to upcoming events, mini-games, as well as free contest participation or prizes. Worm holes may take you outside to the Cyber Resistant Social Network. Hidden messages can be found in Net Mazes as Binary Code or Musical Notes.

BONUS

Cyber World Space Miles Program The CYBER WORLD SPACE MILES PROGRAM, a credit-base program to manage points by members, players, groups and missions, in different currencies: knowledge, power, matter, benevolence. It serves the game framework, it promotes good actions with benevolence points, and it is integrated to the L&D platform to tally self-learning knowledge points. More so, it generates user-content for the Social Media Network, and recognize the efforts made with personal success stories and top player reviews.

Cyber Resistant Social Network The Cyber Resistant Social Network is key to this project. A technology infrastructure and network serving as a collaboration platform and a communication channel for kids and everyone interested in becoming a cyber resistant. Built for fans, gamers, students, undergraduates, groups and collaborators, the customer experience is about meeting emotional needs like inclusion, peer recognition, self-esteem, etc. A belong-to-place to connect with like-minded people and groups, exchange with peers and mentors, learn, celebrate cultural differences, and play.

Learning and Development Platform Tailored for the millennium with self-pace courses, automated content delivery, surveys, the learning and development platform (L&D) can cater to multiple audiences (internet, mobile and phone) and generate extra KNOWLEDGE points for the player.

GAME DEVELOPMENT It is possible for players to build their own networks. A software development kit will be provided (sdk) and a mini game to

create networks will be released prior to the feature film and consists of square tiles that join to form different networks,

similar to dominoes. Completed networks can be submitted to player votes to select the networks to include in the next

game release.

In Cybergirl’s revenge, part two of the Invisible Revolution, players can develop, using Artificial Intelligence, BOTs that will

serve their own purpose and help them complete missions.

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Table of Contents P R O J E C T O V E R V I E W .......................................................................................................................................................................... Error! Bookmark not defined.

GAME DESIGN ......................................................................................................................................................................................................................................... 2

TECHNOLOGY / PRODUCT ....................................................................................................................................................................................................................... 2

UNIQUE SELLING POINTS ......................................................................................................................................................................................................................... 2

G A M E O V E R V I E W ............................................................................................................................................................................................................................... 3

T H E STORY ............................................................................................................................................................................................................................................. 3

THE FLOW ................................................................................................................................................................................................................................................ 3

PLAYER IDENTITIES .................................................................................................................................................................................................................................. 3

G A M E U N I V E R S E ................................................................................................................................................................................................................................ 4

DIMENSIONS............................................................................................................................................................................................................................................ 4

NETWORKS AND MAZES .......................................................................................................................................................................................................................... 4

DOORS AND CONNECTIONS .................................................................................................................................................................................................................... 4

G A M E W O R L D ....................................................................................................................................................................................................................................... 5

NAVIGATION ............................................................................................................................................................................................................................................ 5

BASECAMPS AND TRANSIT VEHICLES ...................................................................................................................................................................................................... 5

G A M E M E C H A N I C S ............................................................................................................................................................................................................................ 6

POWER-UPS AND COLLECTIBLES ............................................................................................................................................................................................................. 6

TOOLS AND EQUIPMENT ......................................................................................................................................................................................................................... 6

E N E M I E S & B O S S E S........................................................................................................................................................................................................................... 7

HAZARDS ................................................................................................................................................................................................................................................. 7

ENEMIES .................................................................................................................................................................................................................................................. 7

BOSSES .................................................................................................................................................................................................................................................... 7

G A M E P L A Y .............................................................................................................................................................................................................................................. 8

PLAYER BACKGROUND ............................................................................................................................................................................................................................ 8

PROGRESSION ......................................................................................................................................................................................................................................... 8

RESOURCES / CURRENCY ......................................................................................................................................................................................................................... 8

KIND OF PLAY ................................................................................................................................................................................................................................................ 9

STRATEGY TACTICS .................................................................................................................................................................................................................................. 9

CHALLENGES ............................................................................................................................................................................................................................................ 9

ROUND OF PLAY ...................................................................................................................................................................................................................................... 9

M O O D S & F E E L I N G S ....................................................................................................................................................................................................................... 10

STRUCTURE & MOTIONS ....................................................................................................................................................................................................................... 10

LOOK & FEEL .......................................................................................................................................................................................................................................... 10

MUSIC .................................................................................................................................................................................................................................................... 10

C U T – S C E N E S & B O N U S E S............................................................................................................................................................................................................. 11

CUT-SCENES ........................................................................................................................................................................................................................................... 11

BONUS ................................................................................................................................................................................................................................................... 11

GAME DEVELOPMENT ........................................................................................................................................................................................................................... 11