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Table of COntents

1. Overview & Game WOrld​​

2. Descriptions
  • Characters
  • Items
  • Locations

3. Dialogue Samples
  • Greetings​
  • Task Based
  • NPC Interactions

4. Screenplay
​

5. game design document

OVerview & Game world

Overview

Game World

Red Noir is an Action/Adventure survival game that relies heavily on crafting and stealth. Tonally, Red Noir transitions through a variety of sub-genres including horror, noir, and mystery, as players navigate across unsettled Martian landscapes to solve a murder, all the while being pursued or assisted by a variety or Martian natives.
The Martian frontier, filled with vast deserts, endless dust-storms, and sparse populations are reminiscent of the American old west of Earth. The outdoor levels will be expansive and barren landscapes with unpredictable weather. However, limited to their protective canopies, mining tunnels, and storm shelters, the indoor spaces are dimly lit, claustrophobic mazes.
​300 years after the colonization of Mars, a naïve medical examiner must work with the father who abandoned her at birth, to investigate her brother’s sudden death, while traversing the explosive politics and unforgiving elements of the Martian frontier.
The outside world will be red and menacing both hot at times and freezing at others, with a lack of oxygen, lack of gravity, uncontrollable dust storms, and chaotic electrical storms. The inside levels will be a blend of futuristic western and modern steampunk - The technology is futuristic but limited.
You play as Ayla Loh, a brash medical examiner from Earth who was called to the red planet by her brother, to help investigate a series of unusual deaths. Unfortunately, once Ayla arrives on Mars, she discovers her brother has died due to the same mysterious illness, and now the only person she can turn to for help is the father who abandoned her 30 years ago.
The underground levels will be dark, claustrophobic, and puzzling. The goal of these levels is to create a sense of vast exploration narrowed by the constant threat of dangerous elements and players. The characters will be spurred forward along a veiled linear path as they dive deeper into the dangerous world.

Characters, Items, Location Descriptions

Character Dialogue

  1. Greetings: Direct interactions between players and NPCs.
  2. Task based: NPCs deliver quest instructions to players.
  3. NPC to NPC: Characters talk amongst themselves while the player is within range.

Screenplay

1-HOUR Sci-fi / Western TV PILOT.

 DYSTOPIAN, GROUNDED SCI-FI​​
  • 300 YEARS AFTER THE COLONIZATION OF MARS, A NAÏVE MEDICAL EXAMINER MUST WORK WITH THE FATHER WHO ABANDONED HER AT BIRTH, TO INVESTIGATE HER BROTHER’S SUDDEN DEATH, WHILE TRAVERSING THE EXPLOSIVE POLITICS AND UNFORGIVING ELEMENTS OF THE MARTIAN FRONTIER.
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Game Design Document

Character Design

Everyone on Mars is smarter than the Rookie detective. She has to rely on her particular skillset and training to navigate the unfamiliar terrain.

Atmospheric poisoning is a constant threat. The people of Mars are living through terraforming and their bodies continue to adapt. Some can breath in pockets of low carbon, but they still get sick if in it for too long. People from earth however get sick and delusional, their eyes develop purple striations the longer they are deprived of oxygen rich environments.

Characters will have to wear breathing apparatuses or full oxygen masks when exposed to the outdoors. These can appear in a variety of styles ranging from mouth and nose only, to complete coverage. Bio-enhanced players exist in this world, and while the technology is futuristic, it doesn't grant players superpowers. Characters will wear a range of arm, leg, and eye prosthetics.
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Combat Mechanics

Red Noir will be designed as a 3rd-person shooter that will utilize stealth and crafting mechanics. The world is designed around the belief of no firearms, so the use of traditional guns will be incredibly rare, but in its place will be futuristic interpretations of weaponry. Rivet Guns, Laser Torches, Pipe bombs, Airlock traps, etc. As players progress through the story they will learn new techniques for crafting more advanced weaponry.

Characters will also utilize hand-to-hand combat, with progressive fatigue values. The more fatigued a player is, the slower and weaker their fighting becomes. The purpose is to restrict fighting to only when absolutely necessary. Players will encounter a variety of enemies including but not limited to - Traditional organic humans, bio-enhanced humans, oxygen-poisoned rage opponents, armored opponents, and operated exoskeleton suits.

 Check out the complete game design document here

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  • Home
  • FILM
  • Narrative
    • Game Writing Samples
    • Copywriting
    • Alzaman: Forbidden Empire
    • Red Noir
    • Feral Space
  • Contact