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

Reflection