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DEADLY SMART

A first-person detective game built around a crafting system, where the thing you craft is a personality.
University design project, v1.2.

THE PITCH

London, 1890. You play Lisa Menéndez, a newly appointed detective in the Homicides Police Department with an inherited and deeply inconvenient gift: she can absorb the mental traits of the recently dead. Not their memories, their capacities. Intelligence, empathy, eloquence, nerve.

The brief was to build a game around a crafting system. Rather than crafting swords, Lisa crafts people. Two harvested personality profiles fuse into a new one she can equip, and the personality she wears into a conversation decides which dialogue trees she can even see. Investigation becomes a resource problem: to open the doors this case needs, she has to have taken the right traits off the right corpses.

FIELDSPEC
GenreNarrative investigation (Disco Elysium, in first person)
Point of viewFirst person
AudienceAdult players (18+) after something dark and unnerving
ThemeDark, intense, suspense driven, in black and white

DESIGN PILLARS

NARRATIVE FIRSTA detective story where the writing carries the game.
TRAITS AS KEYSFinding evidence and holding the right mental traits unlocks the dialogue needed to progress.
NON-LINEARA branching story built to support real plot twists.
SIDE WORK PAYSOptional missions add variety and materially develop the character.

THE PREMISE

The Illuminati are real: an elite of extraordinarily wealthy people with supernatural abilities, who police their own bloodlines to keep those abilities from going mainstream. People being people, mistakes happen.

Lisa's grandmother was one of those mistakes, the child of an affair between an Illuminati and a housemaid, hidden away for fear they would kill her. She inherited one of the most powerful and least convenient abilities in the family catalogue: absorbing the mental traits of the dead.

Lisa's father is a retired mafia boss who acquired his own abilities by killing hundreds of people, and whose past made public life impossible. Wanting something better for his daughter, he raised her on bedtime stories about heroic detectives and steered her toward the police, knowing the job would surround her with fresh bodies to harvest. It would give her the gift without making her a monster like him.

His problem was quality. Criminals, addicts and suicides are, in his view, poor material. So once she was finally accepted into the Homicides Department, he went out and started killing better people for her, engineering a case that would both feed her and test her:

To get him, she'll have to absorb a lot of skills and become an extraordinary person. Then, when she is ready, she will climb the social ladder and become what he could not: famous, rich and powerful, extremely powerful.

The game opens on Lisa's first days in the department. A serial killer starts working, and the first corpse comes with a cryptic message naming her. She is on the case before she understands she is the point of it.

THE LOOP

1. THE CALLA murder happens and Lisa is called to the scene.
2. THE HARVESTShe may or may not be able to absorb the victim's traits, depending on how long they've been dead.
3. THE SCENEShe works the crime scene for clues and evidence, and her assistant supplies a list of witnesses.
4. THE INTERVIEWSShe tracks down further witnesses and canvasses the area, equipping a personality per conversation.
5. THE LEADSLeads point to new people and places, which yield more evidence, and side quests surface along the way.
6. AGAINAnother murder happens.

ASSIMILATION

The core verb. Lisa can absorb the mental traits of a corpse that has been dead for less than 9 hours, 9 minutes and 9 seconds. Miss that window and the material is gone, so some victims are simply found too late. It is the game's one hard constraint, and everything else is built on top of it.

Six traits are harvested, each scored from -50 to +50. A theoretically perfectly average person sits at zero across the board.

TRAITWHAT IT GOVERNS
IntelligenceDeduction and problem solving
MemoryThe capacity to recollect, not the memories themselves
EmpathyUnderstanding others, standing in their shoes
EloquenceMaking others understand you, and get the full message
AttitudeFearful through passive to aggressive
SociabilityNegative is introverted, positive is extroverted

Attitude is banded rather than read as a raw number, because how forceful you are reads socially rather than numerically:

SCOREBAND
-50 to -40Highly Fearful
-40 to -20Fearful, then Slightly Fearful
-20 to -10Passive
-10 to +10Average
+10 to +30Assertive, then Very Assertive
+30 to +50Aggressive, then Very Aggressive

CRAFTING A PERSON

Each assimilation yields a Personality Profile. A profile can be equipped on its own, adding its trait modifiers to Lisa's own, or fused with another to produce a Crafted Personality. There are exactly two crafting slots, so a fusion is always a pair, and fusion runs one way only: once a Crafted Personality exists, it cannot be recombined.

Storage is deliberately tight. Lisa carries up to 10 Personality Profiles and up to 5 Crafted Personalities. The scarcity is the design: the player has to commit, compromise and be resourceful with the dead they happened to reach in time.

A CRAFTED PERSONALITY DOESN'T WORK UNTIL YOU'VE SLEPT ON IT.

This is the part that turns crafting into a decision rather than a menu. The moment you fuse two profiles the new personality appears in the Crafted inventory rendered in black and white, and it is inert. Lisa has to rest before it comes online. You cannot stand over a corpse, assemble the perfect interrogator and walk straight into the interview; you have to guess a day ahead of the conversation you think is coming. Once it does activate, it can be dragged into the Favourites slots for quick access.

Flowchart of the assimilation and personality crafting sequence
The full sequence, from finding a body to equipping the personality it paid for.

The harvest itself is diegetic rather than a menu action. A viable corpse is highlighted in the world; clicking it sends Lisa to kneel beside the body and place a hand near the victim's head, with post-processing and sound carrying the moment. The crafting menu opens on the new profile, highlighted, and the loop closes.

Sample profiles, showing how sharply specialised a single harvest can be:

PROFILEINTMEMELOEMPATTSOC
The Scientist+30+250-10-30-15
The Boxer-20-100-30+40+20
The Artist+10-5+25+40-20+10
The Doctor0+20+5+5+15-10
The Thief0+100-25+25+10

DÉJÀ VU POINTS

Conversations are committed. You choose a personality before one starts and cannot swap halfway; you choose a line in the tree and cannot take it back. Every choice counts, which would be unbearable without a release valve.

That valve is the Déjà Vu Point. Spend one and the conversation restarts from the beginning, letting you equip a different personality or walk a different branch with the same one. If the second attempt goes worse than the first, you can undo the déjà vu and return to where you were, permanently closing off that second version.

PERMANENT DVPsCarry over between conversations if unused, and are earned through side quests.
TEMPORARY DVPsGranted at the start of a conversation depending on difficulty, and lost when it ends.

CLUES AND DIALOGUE TREES

Main Clues are the milestones: they open areas, unlock NPCs and start quest lines. Directional Clues sit between them and point the way, and they come in two flavours, leads that are honest and misleads that are not.

The dialogue trees are where the whole system pays off. Lisa has to raise her stats to unlock the lines that find new clues, so a locked conversation is a design problem rather than a dead end.

INTRODUCTION DTFirst contact with any NPC. No stat requirements, and the gateway to everything above it.
QUEST INTRODUCTION DTOpens a main or side quest and gives the player something to work with. No stats needed.
QUEST CLUES DTGated behind milestones and stats. Stay invisible until the player actually qualifies.
QUEST ASSERTIONS DTAlways visible, not always accessible. Meeting the stat requirement unlocks harder trees the player could not otherwise reach, and the number of these scales with difficulty.
LORE DTEntirely optional, purely for players who want the world.

Main and side quest dialogue carry distinct visual cues, so the player can choose between pushing the case and going hunting for material.

When a conversation ends with locked content still hidden behind it, Lisa says so out loud, so the player knows to come back better equipped rather than assuming the NPC was a dead end:

"I think he's hiding something." · "She's keeping something for herself." · "I have the feeling that was half of the story." · "Hmmm… is that all?" · "My gut tells me there's more to it."

THE CRAFTING UI

First draft of the Deadly Smart personality crafting interface
First draft of the crafting screen, annotated.

The screen is laid out around the decision it exists to support. Collected profiles line the top, the crafting area sits in the middle, and finished Crafted Personalities collect below. The right-hand column is the important one:

PROFILE INVENTORYEvery profile Lisa has harvested, up to 10, dragged from here into the crafting area.
CRAFTING AREATwo slots. Fill both and the Craft button becomes available.
PERSONALITIES INSPECTORReads out the trait spread of whatever is selected, and previews the result of the pending fusion before you commit to it.
CRAFTED INVENTORYHolds up to 5, with a delete control, because slots are scarce and bad fusions have to be clearable.

The inspector matters more than it looks. Fusion is irreversible and the result is locked behind a night's sleep, so letting the player read the outcome first is what keeps the mechanic demanding rather than merely punishing.

Reviewing this pass now, the Craft button needs far more presence and probably belongs at the side rather than the middle, and the Cancel button at the bottom is redundant. The overall shape holds up.

WHAT THIS PROJECT WAS FOR

Deadly Smart was a university brief: design a game around a crafting system, and document it to production standard. The interesting part was refusing to read "crafting" as inventory management. Turning it into a social mechanic meant the economy, the progression and the narrative gating all had to be one system rather than three, which is a much harder document to write and a much better game to argue for.

Version 1.2. Design documentation, systems and UI by Ignacio Garcia Zea.