We feel exciting and non-standard gameplay as described above should exist in more games. That's why we like stealth-action and why we started Project Stealth's development.
Interview by GamersNet.nl at GamesCom 2009 (Dutch) when we were a total conversion of Unreal Tournament 3
The two teams in Project Stealth have two different goals. The Spies
must creep through a location to ambush and deceive the Mercenaries to
complete a variety of objectives, while the Mercenaries must set traps,
patrol and take out any intruder. Each team has their own strengths and
weaknesses. To master one team, you must master the other.
As big fans of the multiplayer mode in Pandora Tomorrow and Chaos Theory of Ubisoft's Splinter Cell series, we were sad to hear that this mode would not return for the next installment. We set out on a mission: to create an experience at least as good as those games. We started in 2007 with pre-production and got up to speed in 2009. We went from mod of Roboblitz and Unreal Tournament 3 to Total Conversion, to indie with UDK and finally to indie with Unreal Engine 4. Over the years we've been featured in PC Gamer UK and exhibited at GamesCom, the biggest games exhibition in Europe. Now it's time to pull through and finish it. There's value in looking back and we will use the knowledge that we gained to deliver the ultimate stealth-action experience.
We hope to release on as many platforms as possible. Our main platform is Windows on PC. It's unclear how easy it is to port the game to other platforms, but we will definitely try to get it on OSX around launch. In order to get the right expertise for the consoles, we've added those as stretch goals.
You'll find the various tiers and rewards at the right side of the screen. For all reward tiers, unless explicitly noted, goes that previous reward tiers are included.
If you're from the Netherlands, there's a high chance you won't have a credit card to back this project. You can use the 3V voucher instead.
We want everyone to see how we make this game. Our first tier, "Eavesdropper", is meant for exactly that: hear and see all the backer updates. This tier also enables you to post your comments on our updates. We love constructive feedback.
Sound is very important in a stealth game. Hearing a Spy shoot out a laser or hearing a Merc open a door will often make you change what you are doing, to deal with the new situation. Music is also important because it sets the mood. This tier adds the digital soundtrack of Project Stealth: a mix of varied compositions that capture the soundscapes of each of the levels. The music is created by Theodore Wohng. This tier also consists of the "Eavesdropper" tier.
The sneaky Spy has grabbed the game from under your very eyes while you were blinking. The game at a discount is available in a limited quantity but only for those who back this tier quickly! Also includes the "Noisy Merc" tier and below.
The game in all its glory. Are you ready? Bring it on! You'll get at least 4 maps which should give you tens to hundreds of hours of fun. A good investment we think. On top of that it also gives you access to all maps that are unlocked in the stretch goals and up to 2 maps if post-Kickstarter sales are good. it includes the "Noisy Merc" tier. Do you want more games? Check out the "Reward Add-ons" section to find out how to get more game copies.
Everyone wants to see their own name in cool things. That's why we're giving you the option to get your own (nick)name in the game's credits. Includes the "Bring It On" tier.
In Project Stealth thinking fast is important for winning. And who doesn't want to win a discount? This tier gives you Beta Access at a reduced rate. Also includes the "Leave a Trace Behind" tier.
Ok, so you're a bit slower than the rest. That's fine. You took your time to make a good strategy which might just give you that much-needed edge. We hope you'll also take your time to test our game and give constructive input, because this tier gives you Beta access. Also includes the "Leave a Trace Behind" tier.
Be a part of the international stealth-action multiplayer community by backing this tier. Our global uniform -- a nice PS-themed t-shirt -- will be sent to you as one of the perks of membership. This way stealth fans are able to identify eachother without having to disclose their name.
If you want to show off your dedication to stealth games, this is a good tier to get: you'll get to show off that you've backed us by having a special skin. On top of that, you can choose to wear a hat in-game. Who doesn't like hats? That's right. Nobody. This tier includes the "Exhaustive Hacker" tier.
You want to get physical? Don't mess with the Tough Merc. He'll show you what he's made of: a nice big poster, a PS-themed mug and a 3D figurine. The designs of these will be revealed during the Kickstarter period so stay tuned. Includes "Camo Suit" tier. Additional goodies can be bought by pledging more. See our "Reward Add-ons" section for more information.
You want to show the whole world that you love Stealth-Action Multiplayer gameplay but things can get smelly if you only use one promotional T-shirt. We understand. Introducing the Custom Camouflage tier with an extra T-shirt. We will also try to answer your questions about Project Stealth in a Skype call. A second poster is added so you can finally get rid of the Justin Bieber poster in your little siblings bedroom and change it to something cool. And don't forget the extra figurine! Includes the "Tough Merc" tier. If you want more swag, please have a look at our "Reward Add-ons" section.
We will need a lot of maps. What's better than to involve the community in that creation process? If you pledge at this level, you will be able to give early feedback for one subsection of a map. You'll get weekly updates on that part of the map in case something changed. Includes the "Custom Camouflage" tier.
For this reward level, we'll fly you over to The Netherlands (only if you live in Europe) for a weekend with the Devs. We'll discuss the game, playtest it, do touristy stuff and have fun. Limited quantity! Includes the "Mastermind" tier.
Sometimes you just want more of something, but the next tier is out of your budget. What to do then? Just get an add-on! Add-ons can also be purchased after the main campaign has ended by selecting the appropiate boxes in the form you'll get.
Add-ons for tier "Bring It On" and above:
- Extra game (2 total): add 15 euros
- Three extra games (4 total): add 35 euros
Add-on for tier "Incognito PMC" and above:
- Extra T-shirt: add 30 euros
Add-ons for tier "Tough Merc" and above:
- Extra poster or mug: add 10 euros
- Extra figurine: add 50 euros
We've kept the current goal as low as possible. However, this also means that some things we'd like to see are not included. We hope to tackle these with the stretch goals.
What do we do with the money? For most people it's hard to grasp what the money gets spend on and how much. To help with that, we've got a breakdown of our intended budget. Of course this is subject to change.
Visual Arts is mostly about Level Design and Environment Art. There's also a small role for animation tweaking and technical artists for the physics systems.
Programming is for programmers and HUD programmers.
Audio deals with sound effects, ambient sound effects and music.
Management handles everything from the producer, (office) supplies, quality control, finance and legal issues.
Marketing funds all the marketing like PR and a bit of advertising.
Rewards is about handling of the physical KS rewards.
Risk and Overhead's money can help fix unforeseen problems. Also includes a guesstimate on taxes.
KS/Amazon is the cut that Kickstarter and Amazon will take.
Frank van Gemeren
After a BSc in Computer Science and
a Minor in Business Science Frank worked mostly on web development. He worked on the global hosting and performance optimizations
of the massive and popular casual game portals of Spil Games.
Timothy "Justus" Wall
Level Design, Environment / 3D Art
Graduated from Full Sail University in 2005, started first full time job in the game industry late 2006. Is now a Senior Enviroment Artist with 8 years of experience and has shipped 2 retail Xbox 360/PC/PS3 games. Lead Environmental Artist and Level Designer for Lakehouse and Asylum.
From BASIC to C# and DirectX, Lennard has done it all. During his
studies for BSc in Computer Science he picked Game Technology and other
game-related courses as his Minor. He interned and freelanced at Uber
Entertainment (Super Monday Night Combat, Planetary Annihilation) and
UnitedGames (mobstar.cc, Volvo Ocean Race)
Main Additional developers
Mason Doran: 3D Character Models, Textures and Animation
Theodore Wohng: Audio Lead, Composer
Ezekiel Gabrielse: 2D Art, UI/UX Designer
Morten Torndahl Pedersen: Programming
Charlie Trippe: VFX consultant