











Cyber Space
2023
2023
2023
American Cybersecurity and Infrastructure Security Agency (CISA)
American Cybersecurity and Infrastructure Security Agency (CISA)
American Cybersecurity and Infrastructure Security Agency (CISA)
Game
Game
Game
Established in 2019, by E.O. 13870, “Executive Order on America’s Cybersecurity Workforce”, the President’s Cup Cybersecurity Competition is a national cyber event aiming to train and recognize cybersecurity professionals in the federal workforce. The Cybersecurity and Infrastructure Security Agency (CISA) leads and hosts the President’s Cup as part of their mission to expand the size and capabilities of the U.S. cyber workforce.
Working in collaboration with CISA, our team was tasked with creating a video game through which the competition challenges as well as later cyber security training tasks could be hosted.
Established in 2019, by E.O. 13870, “Executive Order on America’s Cybersecurity Workforce”, the President’s Cup Cybersecurity Competition is a national cyber event aiming to train and recognize cybersecurity professionals in the federal workforce. The Cybersecurity and Infrastructure Security Agency (CISA) leads and hosts the President’s Cup as part of their mission to expand the size and capabilities of the U.S. cyber workforce.
Working in collaboration with CISA, our team was tasked with creating a video game through which the competition challenges as well as later cyber security training tasks could be hosted.
Final Game full walkthrough


Final HUD menu design


Final in-game ship layout


Example of diegetic interactive interface (power management system)


Ship calibration workspace
HUD UI Development
HUD UI Development
To match the retro-futurism look of the game we decided to use primarily smooth and fluid shapes with an earthy neutral color palette
To match the retro-futurism look of the game we decided to use primarily smooth and fluid shapes with an earthy neutral color palette






Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.




Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.


Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Ship Layout and Icon Design
Ship Layout and Icon Design


The HUD UI is the only non-diegetic UI in the game and is used to both inform audiences viewing the competition as well as help the guide the players to the missions.
To match the retro-futurism look of the game we decided to use primarily smooth and fluid shapes with an earthy neutral colour palette.
The HUD UI is the only non-diegetic UI in the game and is used to both inform audiences viewing the competition as well as help the guide the players to the missions.
To match the retro-futurism look of the game we decided to use primarily smooth and fluid shapes with an earthy neutral colour palette.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.
Most in game interaction were done within The Dauntless, the ship the players are the crew of, as such, it was essential that ship layout and design was conducive to intuitive multiplayer game flow. Different areas of the ship were designed with specific interactions in mind.






Final ship layout design with icon placement
Final ship layout design with icon placement
Workstations and Launch Sequence
Workstations and Launch Sequence
In order to move the ship from location to location, players must coordinate a launch sequence: this means completing series of mini puzzle-like activities simulating fictional ship startup functions. These launch sequences, along with other ship activities are completed on workstations. Workstations are diegetic computer interfaces that allow users to control different function of the ship or access the cyber security challenges.
In order to move the ship from location to location, players must coordinate a launch sequence: this means completing series of mini puzzle-like activities simulating fictional ship startup functions. These launch sequences, along with other ship activities are completed on workstations. Workstations are diegetic computer interfaces that allow users to control different function of the ship or access the cyber security challenges.




To facilitate clear and rapid use of workstations, we developed an internally consistent visual language to help guide players, based on player's pre-existing mental models.
To facilitate clear and rapid use of workstations, we developed an internally consistent visual language to help guide players, based on player's pre-existing mental models.



We also designed other workstation formats for more variety of interactions
We also designed other workstation formats for more variety of interactions
Workstation User Flow
Workstation User Flow
Below is an example of using the one of the workstations to navigate the ship
The Navigation Reader Workstation is used as part of the launch sequence to select the location the players will travel to. It is also used to coordinates the 3 other steps of the launch sequence: power routing, flight engineering, and cube drive insertion.
Other workstations required custom integrates and designs such as the scanner workstation, which featured location specific animations.
Below is an example of using the one of the workstations to navigate the ship
The Navigation Reader Workstation is used as part of the launch sequence to select the location the players will travel to. It is also used to coordinates the 3 other steps of the launch sequence: power routing, flight engineering, and cube drive insertion.
Other workstations required custom integrates and designs such as the scanner workstation, which featured location specific animations.
Location Selection Interface




Launch Sequence Coordination Interface




Launch Sequence Completed interface






Motion Prototype for Scanner functionality
Tutorial Manual
Tutorial Manual


An accompanying user manual was created to provide users who would not have access to a tutorial the necessary information to complete the game. This manual doubled as a note taking space for players.
An accompanying user manual was created to provide users who would not have access to a tutorial the necessary information to complete the game. This manual doubled as a note taking space for players.
Following the retro-futuristic style of the game, the manual was designed based off old game console tutorial magazines. It included essential information on how to interact with ship systems, puzzles and minigames.
Following the retro-futuristic style of the game, the manual was designed based off old game console tutorial magazines. It included essential information on how to interact with ship systems, puzzles and minigames.





Example pages from tutorial booklet
Example pages from tutorial booklet