top of page

PLAGUE RUNNER

PERVASIVE GAME PITCH TAILER

OBJECTIVE

To create a Game Pitch Trailer for a futuristic Pervasive Game.

 

CLAUSE

Use of Face Recognition Technology

 

COLLABORATORS

Design: Chris Elvis Leisi and Tom Barylov

Cast: Students of Game Design ZHdK, 2017

The following is a Group Project that I took part in during my exchange semester at Zürcher Hochschule der Künste (Zurich University of the Arts), Switzerland. 

About Pervasive Games:

A genre of games wherein the fictional gaming world extends out of the digital platform and blends in with the physical world. This means that the magic circle for a pervasive game would be a real geographical area on the map. The Game makes players interact with each other in real life.

Ideation
Pic1.PNG
traptram 6.PNG

Brainstorming and Ideation:

  • Spread an epidemic through the gaming world

  • Categorization of players into opposing sects.

  • Disease and Cure

  • Conversion/Infection and Healing

  • Run, Chase, Hide and Search

  • Air Drops for protection, Power-ups

  • Time-bound game sessions

  • Leaderboard of Most Time Survived and Most Players Infected

  • Personal Profile Progression (examples)

    • Carrier > Infector > Master Infector > Boss Infector > Demon Infector 

    • Pure > Survivor > Survivor Master > Survivor Guru > Survivor Massiah

  • Plague Runner Archives - Records of Legendary Players

  • Augmented Reality Driven Mutation/Morphing Visuals

  • Real-Time GPS Location Tracker

  • Infographic of Active Gaming Population over a city Map 

  • Face Recognition - Categorization into Clans based on facial features

Gameplay

Gameplay Flowchart

LOGIN GAME

CARRIER

Select Carrier/Pure

PURE

Scan map for Pure players

Converted into Carrier

No

Escape from the Carriers

Yes

Scan map for Air Drops

Use device to infect

No

Yes

If time

runs out

No

Survive until time runs out

Yes

COLLECT

REWARDS

Narrative Design

Narrative Design

ACT I

Protagonist (Pure) introductions - Leaves a boring party. Multiple players log in to start the Game. Antagonist (Infector) introduction - Starts alone

(What's it like)

Antagonist traps a Pure, executes succesful Infection.

ACT II

Protagonist beats another Pure to a Pickup. The other Pure ends up getting chased by Antagonist.

(Game Mechanics)

The other Pure barely escapes Antagonist but ends up falling into a trap of many other Carriers.

ACT III

(Win/Lose Condition)

Antagonist and other Carriers corner Protagonist - Protagonist manages to escape using the Pickup. Time runs out.

NARRATIVE BREAKDOWN

Act 1

Introducing the game application and the two player personas (Carrier and Pure), showing the real-time gameplay feature with an establishment of the primary conflict (Carrier chase, Pure run).

 

Act 2

Showcasing Gameplay (run and chase, face recognition feature used for infection, airdrop pickup, tension building as pure players get infected. Establishing difficulty of play and arousing competitiveness.

 

Act 3

Peak tension reached (the protagonist is cornered), resolution of the conflict with win condition of the game (protagonist uses the collected airdrop to save herself and time runs out to end the game).

Trailer
Game Concept Trailer
bottom of page