Burgled! Gallery
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Burberry
Each team had five unique characters to choose from. Players could also choose different skins for each character.
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Brian "The Brain"
Each team has a different set of tools. Cops have offensive weapons such as bean bag guns and tasers. Robbers have defensive and tools to help them evade capture. These range from suction cups that allow them to climb smooth surfaces to flash bangs that stun opponents.
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Burgling
Robbers needed to steal several objects in each level by standing near them for a period of time (displayed on the bar).
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Running the Loot
Once the Robber has loot, he must run it to the Fence. Players with loot emit a trail making them much more visible to the Cops. They also show up with red icons on everyone's radar.
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Game Objectives
The Cops use their weapons to arrest Robbers and send them to jail. They win if they arrest all Robbers or prevent them from fencing all the loot within the time limits. Robbers win by fencing all the loot before time expires.
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Environmental Hazards
We wanted the environment to play a strong role in the game. Various hazards, traps, and set pieces work to help or hinder players. For instance, the chemical in this vat kills players, but the steam vents act as jump pads.
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Conveyor Belts
Conveyor belts give players a speed boost allowing them to jump otherwise uncrossable gaps. They can also be shut down to constrict access. Some are combined with traps such as chem vats or crushers.
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Factored!
Factored! was our vertical slice level and was built by myself and lead level designer Clancy Powell and is set in a factory complex.
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Factored! cont
For this level, we added working conveyor belts that players could turn on and off. We also added triggered crushers players could use to smash unwary opponents.
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ChemCo
Chemco was built by level designer Greg Cherlin and is set in an abandoned chemical factory.
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ChemCo cont
Chemco's environmental hazard consists of pits of ooze. It also showcased large window expanses the Robbers could climb with the suction cup tool.
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Slippery When Wet
In contrast to the other levels, Slippery When Wet is set in an upper class neighborhood. This level was the brainchild of level designer Kris McMahan.
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Slippery When Wet cont
This level's main hazard is the large ice rink in the center of the map. The ice reduced player movement friction. This combined with impulse weapons such as the bean bag gun or concussion grenade led to some very amusing moments.