AUTOcracy | Stealth Game
AUTOcracy is a stealth game set in a dystopian future. Sneak, hack and translocate your way through a guarded museum filled with appropriated cultural artefacts. This project was developed by a team of Hertfordshire University students.
The game consists of three main environments types: The Underpass, Atrium/Reception and the Exhibition Rooms. Each environment type offers different gameplay opportunities.
Underpass/Sewers = Justin Mills
Atrium/Reception = Louis Stelfox
Exhibition Rooms/Corridors/Vents = Anthony Motto
The Atrium & Reception
The Reception and Atrium are heavily guarded by robots and requires the player to sneak around not getting spotted. The player hacks into the information terminals in the Reception room to get the data needed to find the artefact. The Atrium serves as a grand and opulent place, filled with water and contains the final artefact, serving as the climax for our trailer.
All Materials above were made in Substance Designer by Louis Stelfox
The Underpass is a safer zone from robot guards since its outside the Museum and is used by the player to break into the Museum. The Underpass focuses on platforming with rising water and puzzle elements with fuse boxes and electricity.
The Exhibition Rooms
The Exhibition rooms are full of Artefacts, the Museum has multiple exhibitions such as the ‘Empires’ exhibit, ‘Technology in Motion’ and ‘War of Ages’. This is where the hand gameplay in the vents and under the floorboards takes place and where the artefacts can be found.
With Autocracy we wanted to create a large sense of scale with our environments, making the museum feel grand and huge like an archive of information. To achieve this, we made our own modular kits and created multiple trim sheets to texture our environments. With this project we really wanted to push the verticality in our environments, creating multi layered levels. This was also a gameplay decision, since we wanted traversing the level to be interesting and fun.
The player can use the hand to traverse through the vents to get to new locations, although the player is vulnerable as they can be found while using the hand remotely/
The Museum Design
For more in depth info about the game and our development view our Pre Production Document
Protagonist & Hand = Musa Binboga
Robot Guard = Joshua Smith
The Protagonist is a hacker and has a robotic arm and can detach his robotic hand and control it remotely to traverse the environment in unique ways, through vents and floorboards to get to new rooms and escape from robot guards.
The Player can remove his robotic hand and operate it remotely. This time is limited however by the battery life. The player can teleport both from and too the hand, we call this the Translocation system.
All Photogrammetry - Anthony Motto
World War II
PPSh-41 & Norton 16H motorbike - Joshua Smith
Focke Wulf 190 Plane - Justin Mills
The Museum and cabinets harness Maglev Technology, which allow objects to hover and be moved, while creating a barrier to protect the artifacts.
Soyuz Capsule - Louis Stelfox
Mitchell Lyons – Tech Art (Blueprints)
Anthony Motto – Environment (Exhibition Rooms) & Photogrammetry, Editing
Mitchell Lyons – Tech Art (Blueprints), Rigging & Animation
Louis Stelfox – Environment (Atrium & Reception) & Tech Artefacts
Justin Mills – Environment (Underpass) & WWII Artefacts
Musa Binboga – Character Artist (Main Character)
Joshua Smith – Character Artist (Robot) & WWII Motorbike
Harry Steele & Jamie Petersen – Soundtrack
Wilson Yeung – Foley
Thomas Siney – Real Time FX
Lisa Blackwell – Props
Bethany Fox – Prop (AKAT-1 Analogue Computer)
Aritz Sanchez Fuertes – Prop
Laith Shewayish – Prop