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Archive · 07 / 15 Sep 2020 — Dec 2020

Incite & Infiltrate

Role
Game Designer · Systems Designer
Engine · Genre
Unity · Deck Builder
Context
Student Project · Team project
Link
Itch Page ↗
Incite & Infiltrate

Overview

Aliens scheme to colonize Earth. Players dispatch spies to seize control of politics, culture, science, and religion — while mounting exposure raises the risk of detection.

A deck-building strategy game soaked in satirical dark humor — a study in how bureaucracies process the impossible.

Contributions

  1. Procedural alien cards — attribute pool plus modular face art for a population that never quite repeats.
  2. Effect card design — handcrafted rarity ladder tied directly to the attributes it mutates.
  3. Dynamic news system — ticker and breaking-news pop-ups driven by live game values.
Chapter 01

Procedural Alien Cards

Procedural generation

Procedural generation — attribute pool

Modular faces, rolled stats

Each alien card samples attributes from a shared pool across culture, religion, politics, technology, and lifespan. Card art is split into face contour, upper face (eyes), and lower face (mouth) — combined randomly for a population that never quite repeats.

Chapter 02

Effect Card Design

Effect cards

Effect cards — rarity ladder

Rarity locked to fiction

Handcrafted cards modify alien attributes. Rarity distribution leans common — 70% Level 1, 20% Level 2, 10% Level 3. Each card's narrative ties directly to the attribute it mutates, so the fiction and the math stay locked together.

Chapter 03

Data-driven authoring

ScriptableObject

ScriptableObject · card schema

ScriptableObject schema

Cards and aliens are ScriptableObjects, so new content can be dropped in as data rather than code. Designers edit attributes, rarities, and copy directly in the Unity inspector — no recompiles, no engineering round-trip.

AlienCardProcGen.cs

The generator rolls five attributes out of a shared budget, shuffles them so no two cards weight the same axis identically, and maps each value to a stat bar rendered straight into the card UI. Faces sample from independent sprite arrays — the combinatorics stay cheap, the variety stays high.

Chapter 04

Narrative Design

HUD narrative system

HUD narrative system

News as systemic voice

A dynamic news system scrolls headlines across the HUD and triggers pop-up breaking news at predetermined value benchmarks. Tone sits somewhere between satirical and dead-serious — the absurdity of a species bureaucratizing its own extinction.

News ticker Breaking news

News ticker (left) · Breaking news pop-up (right)

Ticker · pop-up

Two registers for the same voice — a low-volume ticker that runs continuously, and a breaking-news interrupt that fires only when game-state benchmarks are crossed. The player learns to read both as feedback.

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