Cyberpunk Boomer Shooter GDD

  1. Introduction
    • Game Title: Future Shock
    • Genre: First-Person Shooter (FPS), Boomer Shooter, Cyberpunk
    • Platform: PC
    • Target Audience: Fans of classic FPS games (Doom, Quake), cyberpunk enthusiasts.
    • Game Jam: Gameplay First Game Jam
    • Jam Duration: Jul 1, 2025 - Aug 5, 2025

    Neon Reckoning is a fast-paced, high-octane boomer shooter set in a gritty cyberpunk dystopia. Players will battle through hordes of augmented thugs and corporate enforcers, utilizing an arsenal of futuristic weaponry and acrobatic movement to survive. The game emphasizes quick reflexes, aggressive gameplay, and visceral combat, staying true to the spirit of classic FPS titles while infusing a unique cyberpunk aesthetic.

  2. Core Gameplay Loop

    The core gameplay loop revolves around navigating linear levels, engaging in intense arena-style combat encounters, and managing resources (ammo, health, armor). Players will be encouraged to constantly move, utilize environmental hazards, and exploit enemy weaknesses to maximize their effectiveness.

  3. Game Mechanics
    • Movement:
      • Fast Strafing: Classic strafing speeds for quick evasion and circle-strafing.
      • Dash/Slide: Short-distance dash or slide for quick evasive maneuvers and navigating tight spaces.
      • Double Jump: Allows for verticality and reaching elevated platforms.
    • Combat:
      • Hitscan & Projectile Weapons: A mix of hitscan weapons (e.g., laser pistols) and projectile weapons (e.g., plasma rifles) to encourage varied engagement.
      • Chainsaw/Melee Attack: A powerful, close-range melee option with high damage.
      • Headshots: Critical damage for precise shots.
      • Gibs & Gore: Visceral feedback for enemy kills.
    • Health & Armor:
      • Pickups: Traditional health and armor pickups scattered throughout levels.
      • No Regenerating Health: Emphasizes resource management and careful play.
    • Weapons: A diverse arsenal of cyberpunk-themed weapons.
      Weapon Type Description
      Cyber Pistol Standard sidearm, fast firing, low damage.
      Plasma Rifle Rapid-fire projectile weapon, good for sustained damage.
      Shotgun Close-range powerhouse, wide spread.
      Railgun High-damage, slow-firing hitscan weapon, piercing rounds.
      Grenade Launcher Area-of-effect weapon, useful for crowds.
      Katana/Blade Fast melee weapon, capable of deflecting projectiles.
  4. Enemies

    Enemies will consist of various augmented humans and corporate security forces, each with distinct behaviors and weaknesses.

    Enemy Type Description Abilities/Weaknesses
    Augmented Thug Basic grunt, uses simple firearms. Easily dispatched, prone to headshots.
    Cyber Enforcer Heavily armored, carries energy shields. Shields can be broken, slow movement.
    Drone Unit Flying enemy, fires energy projectiles. Vulnerable to hitscan weapons, can be knocked out of the air.
    Melee Brute Large, heavily armored enemy with powerful melee attacks. Slow, can be kited, vulnerable to explosions.
  5. Level Design
    • Levels will be linear but offer multiple paths, encouraging exploration and dynamic combat encounters.
    • Key elements include:
      • Arena Combat Zones: Open areas designed for intense, multi-wave enemy encounters.
      • Environmental Hazards: Exploding barrels, crushing traps, energy fields that can be used to the player's advantage.
      • Secrets: Hidden areas containing health, armor, or special weapons.
      • Visual Themes: Grimy industrial zones, neon-lit city streets, corporate high-rises.
  6. Art Style & Aesthetics
    • Visuals: Low-poly models with high-resolution textures, reminiscent of classic FPS games but with a modern flair. Heavy use of neon lighting, fog, and particle effects to create a gritty, atmospheric cyberpunk world.
    • Color Palette: Dominated by dark blues, purples, and greens, contrasted with vibrant neon pinks, blues, and yellows.
    • Audio:
      • Soundtrack: Synthwave and industrial electronic music to enhance the high-energy combat.
      • Sound Effects: Punchy weapon sounds, satisfying enemy death screams, and environmental ambience (e.g., city hum, distant sirens).
  7. Narrative (Minimalist)

    The narrative will be minimalist, serving primarily as a backdrop for the action. The player is a rogue operative in a cyberpunk city controlled by oppressive corporations. Their goal is to infiltrate a corporate facility to uncover a conspiracy or retrieve a critical piece of data.

  8. Potential Challenges & Solutions
    • Challenge: Balancing fast-paced combat with tactical depth.
      Solution: Introduce diverse enemy types with clear weaknesses, encouraging players to switch weapons and adapt their strategies.
    • Challenge: Maintaining visual fidelity with low-poly assets.
      Solution: Focus on strong art direction, effective lighting, and high-quality textures to compensate.
    • Challenge: Scope for a game jam.
      Solution: Focus on a single, strong core mechanic and a limited number of enemy types and levels to ensure a polished experience within the time limit.
  9. Assets & Tools
    • Game Engine: Unreal Engine 5.6
    • Art Tools: Maya, Substance Painter, Blender, Photoshop
    • Audio Tools: Audacity
    • AI Tools: ComfyUI, Flux, VEO3, Sora
    • Other Tools: GitHub, Discord, Google Drive, Google Sheets
    • Assets: BMS, Textures.com
  10. Milestones
    Milestone Target Date Description
    Prototype Core Movement Date Basic character movement (walk, run, jump, dash).
    Basic Weapon & Combat Date Implement one weapon and basic enemy AI.
    Level 1 Blockout Date Rough layout of the first level.
    First Playable Demo Date Demonstrate core gameplay loop and level progress.
    Bug Fixing & Polish Date Address major bugs and refine gameplay experience.
    Final Submission Date Submit the game for the jam.

Project Plan, World Layout & Production Notes

Asset Leverage & World Design:
I can leverage existing assets from a previous Brainstorm School class, including a mall, a downtown LA construction site, and a train yard. I'll expand upon this by adding the LA River adjacent to the train yard and positioning Little Tokyo as a central hub, connecting the train yard, mall, construction site, and corporate towers. The aesthetic will blend modern elements with futuristic layers, drawing inspiration from Syd Mead's philosophy.

Environmental Pipeline:
For environmental design, I'll use World Machine for mountains and an older City Engine city model for a vista city. Low-poly vista models will be created from photographs and AI-generated images of buildings, given dimension through simple extrusions. Unique props will be captured through photography and photogrammetry.

Team & Contributors:
My team includes Calvin for testing and feedback, and Nyla and Paige R from Blizzard as contributors. Shark Work is providing a DNB soundtrack, and an 18-year-old anime-style artist will create art for in-game magazines, screens, and billboards. Comfy UI, powered by Flux, will generate cyberpunk weapon concepts, concept art, backgrounds, marketing art, and graffiti decals. I already possess extensive material libraries and some external assets. I'm also enrolled in a weapons design class to aid in creating unique futuristic weapons.

Gameplay & Portfolio Focus:
I have a satisfying, Call of Duty-esque FPS template that I'll re-skin and differentiate. This project is crucial for my portfolio as an artist seeking to work on an FPS. Sora and Veo3 will create AI videos for interstitials, storytelling, and an action-packed trailer intercut with gameplay and fly-throughs. Artlist will provide ambient sounds, sound effects, and DNB music to complement Shark Work's original tracks.

World Structure:
The game will feature a hub world and distinct districts, all within one large map with gated areas. Stock assets will be used for particles and other random requirements. I plan to capture live-action footage in downtown LA and Century City, and schedule photoshoots with friends and models to achieve a photographic cyberpunk aesthetic, minimizing sole reliance on AI-generated imagery. Cursor AI code editor and ChatGPT will assist in rapidly resolving design and code issues. The artist license is valid only during the game jam, and this project will bolster my portfolio for a potential Call of Duty job.

World Layout – Petal Hub topology
             ┌────────────┐
              │  Vista City│  (City-Engine skyline, WM mountains)
              └────┬───┬───┘
                   │
  Train-Yard  ─────┼─────  Construction Core
  (LA River wash)  │        (high-rise skeleton)
                   │
         Little-Tokyo ART HUB
                   │
        Mall Plaza ─┼─────  Corporate Tower
                    │
               Warehouse Dock

Little Tokyo Art District is the only always-loaded cell (your social hub).

Every spoke is its own World Partition data layer that streams when the player hits a “subway gate” or jump-truck lift.

Vista City + World Machine mountains live in a HLOD EXTERNAL layer—visible everywhere, GPU-cheap.
        

Project Structure (Git-friendly):

/Content
  /Env
    /Kits/       ← marketplace & generic modulars
    /Hero/       ← photogram scans
    /Vista/      ← low-poly AI facades, impostors
    /{District}/ ← mall, yard, hub, etc.
  /Art
    /AI_Concept/ (Flux, Comfy)
    /Graffiti/
    /Billboards/
  /Media
    /Trailer/
    /Interstitials/

Anything not needed by cooked builds (AI PSDs, Resolve projects) lives outside /Content.
        

Asset-Pipeline Cheat-Sheet:

Source What you do Goes where
Old Brainstorm kits Decimate → Re-UV if needed → PBR remap /Env/Kits/
Photogram props RC solve → MasterMaterial MM_Scan /Env/Hero/
AI facades Depth-displace plane → DataLayer Vista /Env/Vista/
Graffiti decals Comfy PNG → Opacity/Rough in RG → DecalSpline BP /Art/Graffiti/
Weapons (class deliverables) High-poly bake → MM_WeaponPBR /Weapons/
Soundtrack & SFX .wav loops → Cue → SoundClass Music_DNB /Audio/

Tip: lock down one master material for each category on Day 1—every new asset inherits and you never fight roughness mismatches.

Level-Streaming & Gating:
Each district is a World Partition data layer, streamed in via subway gates, airlocks, or lifts. Vista City and World Machine mountains are always visible as HLOD impostors. Stream radius ≈ 450m per district for performance.

Art Direction (Syd Mead “layering”):

  • Base Reality – keep present-day LA concrete, signage, rebar.
  • Tech Overlay – inset glowing conduit strips, CMYK way-finding arrows.
  • Futuring – add large-scale secondary forms (hover cranes, monorail tracks) that slice through old geometry at 30°–60° angles.
  • Human Scale Pop – anime posters, vending machines, street art from your 18-year-old collaborator.
  • 70% reused props + 20% kitbash + 10% hero scans for rich, manageable scope.

Production Calendar (6 weeks to Aug 5):

Week Must-Ship Tools / People
Jun 24-30 Pre-production Tim + ChatGPT + ComfyUI Flux
Jul 1-7 Import Brainstorm assets (Mall, Yard, Core); Stream each as separate layer; Graffiti decal system online Nyla & Paige pass/fail art fit
Jul 8-14 Weapons first pass (class work); Photogram hero props (crane cab, ramen truck); DNB track temp-mixed in UE Shark Work QA
Jul 15-21 Lighting + post for all districts; Skyline vista & WM mountains stitched; Begin trailer capture Friend photoshoot for billboards
Jul 22-28 UI reskin (CMYK / Wipeout) complete; AI interstitial videos stubbed; Performance pass (≥ 60 fps) Cursor/ChatGPT fix code spikes
Jul 29-Aug 5 Polish round: decal density, LOD swaps, music loops; Final trailer (Veo3 + gameplay); Jam submission package All hands for bug-hunt

Collab & Version Control:
Perforce depots (Main, Media, Temp) or Git LFS if you must. One district per changelist, no mixed binaries & source. Daily playtest build pushed to Google Drive for Calvin, Nyla, Paige.

Portfolio Hooks:

  • Large streamed map – shows memory & performance optimization.
  • Photogram-plus-AI workflow – echoes IW’s rapid-prototyping culture.
  • Weapons class outputs – tightly lit, PBR-calibrated, Marmoset renders.
  • DJ-driven trailer – demonstrates marketing awareness and hype pacing.
Put these in a single Miro board or PDF case study → send with application.

Immediate Next Steps:

  • Create World Partition project & migrate Little Tokyo block-out as always-loaded layer.
  • Set up master materials (MM_BasePBR, MM_Scan, MM_HoloGlass, MM_Graffiti).
  • Prototype one streaming gate from Hub → Train Yard.
  • Kick off RC solve for the crane cab scan so it bakes overnight.

High-Concept Logline:
“2099. Angeleno megacity ‘LA-Arc’ runs on a quantum-data aquifer buried beneath the old river wash. Whoever owns the aquifer owns the future.”

A failed climate-migration program left half-built arcologies, automated ports, and an AI-managed transit web. Two rival powers—and the splinter crews caught between—now fight block-by-block to tap that Q-stream and rewrite the city’s operating system.

Primary Factions:

Tag Quick bio Visual shorthand Their stake
CORSEC
(Aetherion Corporate Security)
Para-military arm of the megacorp laying fiber straight through Little Tokyo. Sleek matte-black armor, cyan visor slits, CMYK cyan accents. Keep monopoly on the Q-stream.
FLOODLIGHT UNION Ex-infrastructure workers & river-wash squatters—“River Rats.” Rain ponchos over scavenged corp gear, fluorescent magenta stripes. Divert Q-stream to power slums, flood corp profits.
KITSUNE SYNDICATE Smuggler-hackers who live in the mall’s service corridors. Streetwear + LED fox masks, neon yellow logos. Sell data water on the black market.
Player Crew – “VOX” (working name) Small freelance ops team (you + NPC squad) hired to steal the master key. Mix of kitbashed gear, custom graffiti, white accents. Profit, expose truth, maybe burn the whole system.

(Color tags tie into your CMYK UI and make instant team ID in PvP.)

Single-Player Slice (“Mission 0: The Ghost Key”):
Scope: 15–25 minutes, reuse hub + 2 combat spokes.
Goal: Show art range, scripted pacing, small-team AI, and your photogram hero props.

Beat Map layer What happens Asset re-use
1 — Briefing cut-in Little Tokyo hub Sora/Veo3 newsburst on plaza holoboard: “Water Riot at Wash.” NPC contact drops encrypted Ghost Key shard. Billboard hologram, your anime artist’s screen art.
2 — Infiltrate Wash LA River wash + Train Yard Stealth* into flood-control tunnel, tag graffiti sensor, fight CORSEC drones. Flood-gate hero prop; graffiti spline decals.
3 — Rail-Yard Escape Train Yard proper Bunny-hop chase over container stacks while freight drones move crates (scripted sequencer). Container impostors, photogram crane cab.
4 — Hub debrief Back at Little Tokyo VOX decrypt shard; hints at deeper conspiracy. Plays in same hub— no load screen.

*Stealth = light meter + crouch speed tweak—no new AI systems, just perception radius reduced.

Mini-mechanics you already have tech for:

  • Quantum Tap Points (capture nodes): Clone CTF flag actor, disable return. Shard spins with emissive shader.
  • Graffiti Intel: Overlap event on decal → pops RichText lore panel.
  • One squad-mate AI: Spawn a duplicate of player pawn but AI-controlled; set MoveTo waypoints in Level Blueprint.

Why They’re Fighting—Lore in 4 sentences:

  • Quantum Aquifer: Beneath LA-Arc runs a cooled fiber trunk originally meant to desalinate seawater and feed inland arcologies.
  • Software Scarcity: The trunk’s Q-bits now train black-market AIs and mint crypto-contracts—water turned into pure data gold.
  • Corporate Seizure: Aetherion claims eminent domain, walling districts behind smart-barriers enforced by CORSEC.
  • Grassroots Revolt: Worker unions, hacker kids, and displaced families form militias to take back water and data flow.
That’s enough motivation for multi-team firefights without writing a novel.

Presentation Tricks That Cost Almost Zero Time:

  • Holo-news overlays during map loads (Veo3 clips on UMG widget while streaming next layer).
  • Faction stingers when you enter a district (1s CMYK card + logo, triggered by Streaming Level loaded).
  • Syd-Mead Layering story moments (show mag-lev pylons cutting through cracked 2020s concrete).

Extending Into Multiplayer Fiction (optional):

  • CORSEC vs Floodlight = classic two-team modes (TDM, CTF).
  • Kitsune Syndicate as asymmetric third team in certain modes (data-theft “Heist”).
  • VOX is the player’s PvE squad; cosmetics unlock via story slice.

Immediate actionable steps:

  • Pick faction names/colors → update your DataTable_UIColors and logo decal materials today.
  • Write 3 news holo-headlines (140 chars each) → feed to Veo3, render clips.
  • Grey-box River-Wash stealth path with two drone patrols, play it end-to-end tomorrow.
  • Ghost Key pickup actor (clone flag) and drop it in the tunnel—now you have core loop playable.

FPS Template Rule Reskin (Lore-Flavored):

Classic Rule New Name (UI tag) Tagline copy One-liner for MOTD / tips
Team Deathmatch Data-Scrum (SCRUM) “Battle for raw packet share.” Two crews scrap for bandwidth; first to hit the frag quota floods the channel and locks the node.
Free-For-All Ghostwave (GW) “Everyone’s signal, no allies.” Solo op—routes are wide open; the top operator when the timer burns out owns the broadcast.
Capture the Flag Quantum Shard Raid (Q-RAID) “Steal the Key, crack the aquifer.” Snatch the enemy’s Q-Shard and jack-back to your uplink before they do the same.
Domination / Conquest Grid Sync (SYNC) “Hold the relays, own the city.” Stabilize three street relays; each second under your control floods your wallet with credits.
Hardpoint / King of the Hill Nexus Pulse (NX) “Roving access node—ride the wave.” A single control nexus jumps every 60 s; stand inside its field to charge your score battery.
Search & Destroy Blackout Protocol (B-PRO) “Plant the worm, wipe the feed.” Attackers plant a logic-bomb on a CORSEC router; defenders purge or die. No respawns.
Gun Game / Escalation Loadout Drift (DRIFT) “Every kill, new iron.” Cycle up through 15 prototype weapons; first operator to log a strike with each wins the sim.

Menu-Label Swap-outs:

Old Label New UI Tag Short Tooltip copy (optional)
Quick Play Hot-Drop “Auto-jack to the nearest live skirmish.”
Join Game Link-In “Browse open nodes and choose your battleground.”
Create Game Spin-Up “Host a private grid and set the rules.”

Single Player & Special Modes:

New UI Tag Loader Title One-line Hook
Solo Run OPERATOR ZERO: SOLO RUN Infiltrate the grid alone—no respawns, no backup.
Ghost Key Ops GHOST-KEY // EPISODE 1 Steal the master shard and vanish before CORSEC sweeps the sector.
Signal Eclipse SIGNAL ECLIPSE: BLACK-ZONE RAID Cut power, jam comms, and slip through the shadows of LA-Arc.
Echo Protocol ECHO PROTOCOL: TEST RANGE Run live-fire training sims against autonomous drones—perfect your drift.
Zero-Line ZERØ-LINE: CONTRACT ONE Cross the city’s dead zone solo; every step uploads your record.