THE SECRET PROTO-COOP
CONCEPT
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The secret proto-coop is a game in which two players - the agent (on VR), and the support (on mobile) - will have to cooperate to infiltrate an enemy base.
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The game is based on three main intentions :
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Asymmetry of
Information
Communication
Coordination
The agent evolves in the enemy base in VR. He can move, shoot, and spot the guards who patrol.
The support has the interactive 3D plan of the base on mobile. He can hack the electrical circuits of the building (thwart traps, disable cameras, etc.) and help the agent to move forward.
VR view
Mobile view
MY ROLE
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GAME DESIGN
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Eliot (cf Team) was the vision owner on the project. With the others two Game Designers, we imagined, created, and tested the different mechanics of the game.
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One of our biggest challenges was to make the game interesting for both players. The risk with asymmetrical gameplay is that one of the players will have less action than the other or that his game will be less interesting. On top of that, there was the fact that we were afraid that players would prefer VR to mobile.
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Our second challenge was to get the players to communicate, so we made them interdependent.
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Thus, there was a lot of works about what each player will do, the informations they had, and the way they will exchange those informations.
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Finally, we wanted to offer a strong replayability to the players. We put several things in place :
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-> A level is composed of four rooms (one easy - two medium - one difficult).
We have therefore created a good number of rooms that we have classified into three levels of difficulty. When a player launches the game, these rooms are randomly chosen from a pool.
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-> We also added gameplay "modifiers". There are three of them and they can occur on any level. For example one of them is oxygen depletion. The VR player will have to find the valve in the room and coordinate with the mobile player to turn it at the same rhythm, all under a timer's constraint. Players can choose to activate these modifiers or not, and this allows them to rediscover the levels from another angle.
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UI
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During our research of UI for mobile, I used Adobe XD software to make many animated mock-ups. They allowed us to clarify how some gameplay elements worked, to improve our UI, but also to explain to the rest of the group how the mechanics we had imagined worked.
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LEVEL DESIGN & INTEGRATION
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Once the levels design was done in block, I integrated the different (non graphical) assets of the game. I had to place and adjust the cameras and their cones of vision, manage the patrols of the guards, the navmesh, the landmarks, etc.
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PLAYTEST
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I wrote a playtest protocol. For this project it was a bit different because of the situation due to Covid. I had to take into account and integrate the sanitary measures.
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Afterwards, I organized the different playtests and took care of the players' feedback.


TEAM
GAME DESIGN
Johanna Bradel
Simon Goldgrab
Eliot Ringeval
GAME ARTISTS
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Hugo Bonte
Keawe Boyer
Jeanne Delbaere
Fabricio De Matos Lima
David Sabin
PROGRAMMATION
Maxence Droz-Bartholet
Leonard Gombert
Quentin Milana