
Summary
Five Nights At Freddy's : Security Breach Ruin DLC is an horror adventure downloadable content that follows Cassie as she is trying to find her friend Gregory. Along this journey, she will meet antimonic that will help or hurt her. Will she save her friend from being lost in the pizzaplex or becoming another missing victim?
Primary Contributions on Five Nights at Freddy's : Security Breach Ruin
Design Process for Roxy Raceway Part 1
So far, the gameplay in most levels has taught players to pay close attention to their surroundings. In the opening minutes within Roxy Raceway, I wanted to keep that same design philosophy. By placing a jump scare in the hallway, this would more likely encourage the player to slow down and proceed with caution.
S.T.A.F.F Bot jumpscare
Roxy Gameplay
​While early in development, I started talking to the art team about what would Roxy model look like in this project. After seeing that Roxy is going have missing eyes, I decided that the gameplay should designed around manipulating her movements to progress. During internal playtesting, I notice that players were standing still after solving the conduit puzzle because they were in direct lines of sight with her. They assumed that Roxy could see and attack them due to their past experiences with other animatronics. After standing still for a few moments, players realize that Roxy could detect them and it would reinforce them to proceed with caution to the active camera station.
With the first section teaching the player how to position Roxy how to break a door, the second section introduce a barrier that Roxy could not break before reaching the wooden door. For the player to solve this challenge, they would need to recall that certain barrier could be bypassed by equipping the security mask. Once it is equip, the player would learn that special animatronics could bypassed those barriers. These actions would encouraged the player to quickly equip the security mask, lure Roxy to move through the barrier and remove it before MXES is summoned.
Quick Time Event
​​​​To keep the core gameplay idea of proceeding with caution, I collaborated with the engineering department and designed a quick timed event at the end of the hallway leaving the second section in Roxy Raceway. At the beginning of the sequence, the headlights of a go-kart from the other side of the hallway flashes on to grab the player's attention. Moments later, the go kart will drive directly to the player location and the player must make move to the left or right side to avoid the incoming go kart. This quick timed event reinforce the gameplay design of proceeding each area with caution.
S.T.A.F.F Bot jumpscare (19:25 - 19:57)
Roxy Gameplay ( 17:00 - 20:02)
Quick Time Event (1:42:38 - 1:42:45)
Design Process for Bowling Alley
Hordes & Mini Music Man
​​Coming from Roxy Raceway, I wanted the player to retain the skill that they learned and apply it to Bowling Alley. For an example, accessing the first floor would require for the player to use the security mask and passing through a real world barrier essentially as how Roxy moved through those obstacles in the previous level.
The same gameplay philosophy of proceeding with caution apply to this level too but the player has more than just one enemy. I designed this level around manipulating hordes of mini music man with the same behavior as Roxy but they can see. These hordes will be able to return to their original location after an certain amount of time pass. This will create a time pressure for the player to activate the child nodes before the horde returns.
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While the player is focus on manipulating the movement of the hordes, the player must worry about activating mini music man that are laying around the level. Once they are activated, they will follow the player until they lost sight of them and join the nearest horde. These single mini music man placed around the level creates a challenge for the player to plan an efficient route while manipulaint the hordes.
Bowling Alley Gameplay (3:50 - 32:09)
Design process of Roxy raceway Part 2
Night Light Part 2 (2:07 - 7:40)
With the player objective to deactivate the character favorite animatronic, I wanted this moment to feel meaningful and special. I designed this space to be imitate and focus on the interaction between the player and Roxy. To keep this level meaningful and special, I avoided adding any jump scares or difficult traversal skills from previous level. Once the player started shutting Roxy down, the player will realize there is no way out of this action and it must be done.

