GAME DESIGN DOCUMENT
– 🌟– Drone Squad Commando – 🌟–
Â
OVERVIEW
Tactical drone rescue and warfare simulator where players can pilot one drone using a joystick while commanding two teams of two drones each (blue team and red team).
Genre and Theme:
Tactical and strategy simulation scenarios. Modern drone operations scenarios, rules of engagement and small team tactical coordination.
Â
Competitive Research:
- Similar Games: SWAT 4, SOCOM, Rainbow 6 Siege and Ready or Not.
- Differences: focus on drone squad tactics instead of humans, FPV or TPV with real time strategy.
Â
Target Audience and Platform:
-
- Players interested in military simulations, tactical shooters, and UAV operations.
- Secondary audience includes training/simulation contexts for defense organizations.Â
- Platform: PC (primary). Joystick support for piloting, keyboard/mouse for command issuing. Optional VR support for immersive piloting.
GAMEPLAY



Narrative:
It’s the near future, and drone technology has evolved drastically. They are quieter, more compact, able to carry heavier loads, and are used everywhere by the army, police, and rescue teams. When boots on the ground are not an option, they call the DRONE SQUAD COMMANDO.
You’re an officer in charge of two squads, Red and Blue, each team with two drones. Tech helps, but it can be beaten. Common counters are radio frequency and GPS jammers, net launchers, interceptor drones and directed-energy disruptors, which force you to change tactics on the fly. Success comes down to good decisions, confirming targets, time breaches, and coordinating sensor feeds.
Mechanics:
-
-
- The player directly pilots Drone 1 in FPV or TPV using a joystick.
- Player issue commands to Red and Blue AI squad drones: Attack, Breach, Move, Hold, Scan, Follow Me, etc.
- Missions are structured around infiltration, defense, breaching, precision strikes, and rescue operations.
- Obstacles: Enemy defenses (jammers, interceptors), limited resources (battery, ammo), strict rules of engagement .Â
- Resources: Squad drones with specialized roles: Breacher, Assaulter, Support, Electronic Warfare, Scout).Â
- Risk/Reward: Aggressive commands may succeed faster but risk casualties or collateral damage; cautious play is slower but safer.
-
Â
Interface:
-
-
- Switch between FPV and TPV camera feed for the player-controlled droneÂ
- HUD: battery, altitude, ammo, compass.Â
- Tactical mini map with squad drone icons and objective markers.Â
- Command interface: radial menu and hotkeys for squad orders.Â
- Visual feedback: squad drones acknowledge orders with audio/visual cues.
-
Â
Audio:
-
-
- Realistic drone sounds (propeller buzz, electric motors).Â
- Radio chatter when issuing commands or receiving acknowledgements.Â
- Tactical music that escalates during breaches or heavy combat (still considering).
-
Production Assets:Â
- Detailed drone models (various roles).
- Environments: oil rig, abandoned factory, slum on fire, jungle army encampment, etc.
- HUD assets: Visuals: Military tactical UI, clean drone camera feeds with overlays (thermal/night vision).
- Lighting: Dynamic, with shadows critical for stealth infiltration missions.Â
- Palette: Military realism
Project Scope:
This project is intended as the foundation for my capstone and as a stepping stone toward a career change into the defense and simulation sector. After more than two decades working in visual effects and entertainment, my goal is not to pursue traditional game development but to apply my technical and creative skills to defense-related training, simulation, and research.
The scope of this prototype is to demonstrate core mechanics, piloting one drone in FPV/TPV with joystick control, issuing tactical commands to two AI-controlled squads (Red and Blue).
The project will not aim for a commercial release in the entertainment market but rather serve as a proof of concept that highlights how small-team drone coordination can be translated into interactive training simulations.
Within the time available, I will focus on delivering a working prototype that showcases tactical command, mission structure, and counter-drone mechanics. This will provide a practical base to build on for advanced defense simulation projects, aligning my career shift while still leveraging my long-standing expertise in visual design, systems, and real-time technology.
MDA — Mechanics, Dynamics, Aesthetics

Atomic Elements of Games

Essential Elements of Game Design

Reverse Brainstorm

