Game Design Document
The master blueprint covering core loops, "Lives as Papers" health mechanics, AI stalker behavior trees, and the lighting-based navigation logic.
View Document ↗A comprehensive library of my technical specifications, system breakdowns, and design documents. These files bridge the gap between creative vision and engine implementation.
The master blueprint covering core loops, "Lives as Papers" health mechanics, AI stalker behavior trees, and the lighting-based navigation logic.
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Raw balancing tables for player movement speeds, weapon fire rates, and enemy damage scaling across the 4-wave escalation system.
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A specific breakdown of the cut "Fear Lockdown" mechanic, detailing how the environment was intended to shift states after objective completion.
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Deep dive into the "Charm Matrix" mathematics, economy tuning sheets, narrative branching structures, and the core progression loop logic.
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Detailed breakdown of the Hub-and-Spoke world layout, encounter pacing curves, blocked-out map flows, and quest integration zones.
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Documentation outlining the game's mechanics, AI behaviors, Story, design Pillars, game loop and many more.
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