Pitch:

‘A first person horror game surrounding a character locked inside a university library overnight with his friend unaccounted for. Explore the surrounding floors and rooms to find his friend but beware, ghosts and other mysterious shadowy beings roam the hallways. One is evil, the others is trying to help.’ 

Overview:

The game game surrounds a university student no taller than 6 feet tall, who had fallen asleep whilst working late in the library with his friend, but wakes up to find his friend missing, the library locked and him alone. Spectral is a first person orientated 3D game built within a realistic environment set inside a university with multiple floors that the player will be able to roam and explore. The game is set within university that was once used as a military hospital during the Second World War and housed hundreds of wounded soldiers who had been sent home from the front lines due to injuries to grievous to treat. Throughout the game the player is initially trying to find his friend who is missing at the start of the game, and must venture through the university to try and find him. However, they will encounter paranormal beings manifesting in two forms throughout the play through, as well as two shadow beings in which one is trying to trick the player into following them whereas the other is trying to help them escape.

The core mechanics of the game is the players movement which will be slow as to prevent the player from walking too quickly and running which will increase the players speed allowing them to get to certain locations slightly quicker, especially in areas such as the library, as walking slowly could become boring if its constant. The other side of the game is the characters ability to interact with the environment around then on a limited level rather than on a much large scope. This will be focused to allowing the player to click on environmental objects such as bookcases, computers as a way of communicating to the player the characters thoughts and also a way of gaining more information about the environment. Not only this but they will also be able to open and close doors as to allow the player to progress easily through the game as well as explore rooms and other areas. There will be doors that will prevent the player from accessing certain areas, however this will be a limited amount and mainly due to it being used by a ghost or some areas being accessible from other floors as trapping sections.

The ghosts throughout the game will be taken from one of the main types of ghosts seen or experienced by people which is a mental manifestation where they typically bang on the surrounding environment, opening/ closing doors. The other will be a residual historical haunting where the ghosts are replaying a particular scene from their lifetime in synchrony with the other spirits present. They are designed as doctors, nurses and patients from the 1940s Second World War era in history which links in with the locations history as well as where the death toll was high and many lives went un-lived. They will appear as semi-transparent as to indicate clearly that they are no fully human and are instead a after-image of who they once were. These ghosts will ignore the player at certain intervals throughout the game, but they will acknowledge the players presence by means of statements i.e. ‘you shouldn’t be here’. The final NPC (Non Player Characters) within the game will be the shadow beings that will come in two variations that are designed to trick the player into a false sense of security due to their eye colour. This is to show a clear difference between the two beings, and inform the player that there isn’t just one but two, with different agendas towards the player i.e. good and evil. Following on from the previous point, the eye colour of the two shadow beings will also be flipping due to the assumption of the meanings behind each colour i.e. red is evil and green is good.

Target Audience:

With the game being of the horror genre as well as containing multiple jump-scares and the games basis around paranormal beings and other supernatural phenomenon, young children might become worried about the existence of these beings. Not only this, but the elements of the game surrounding being essentially killed by one of the shadow beings in the result of becoming trapped if led the wrong way. Alongside this, the death PEGI_16.svg.pngof the player will not be the only death within the game, as this is also due to the player finding the characters friends dead body during the second floor stage of the games play-through. With this in mind Spectral should be placed into the PEGI 16 age rating category due to the scenes being depicted within the game are at a stage where they are similar to reality.

USP (Unique Selling Point):

The USP (Unique Selling Point) of Spectral would be the type of horror game that is it assigned to, mainly because of the lack there of within the existing game industry, which is a game surrounding ghosts and other paranormal phenomenon. This alongside the exploratory aspect as many small horror games are usually confined to a particular room, house or floor, whereas Spectral will give the player the ability to venture through and explore 4 game areas full of rooms.

Genre:

Spectral will be apart of the atmospheric and paranormal horror genres due to the game including limited music as to allow each small noise to be heard by the player, as well as the main backbone of the game being based around ghosts, spirits and other entities. This is also alongside the elements of jump scares which will also play a role within the  gameplay aspect of  Spectral.

Platform:

Due to the size of the game being relatively small in comparison to other horror games like Outlast and The Evil Within, Spectral will be a PC only release alongside other aspects of the game. The other being the number of controls within the game being assigned to 9 keys, 4 of which are tied to general movement alone, which would leave many console controller buttons empty and unused as many controls could be assigned to the analogue sticks. This accompanied by the reality that the other remaining buttons would need to be positioned on the controller as to feel comfortable and ergonomic as opposed to uncomfortable.