Álvaro Gómez
Break-In key art placeholder

UNITY · TEAM OF 4 · LEAD DESIGNER · 2025

Break-In

A four-player stealth heist where no role can win alone, and nobody can speak.

EngineUnity
RoleLead Designer
TeamTeam of 4
Year2025

The Overview

The Vision

Break-In is a four-player co-op stealthy bank heist game whose main mechanic is that players cannot talk with each other. Instead, players can choose between four asymmetric roles (Hacker, Insider, Vaultsnatcher and the Lockpicker) to solve one piece of the big puzzle that is the heist. The only way to coordinate is through some tools they are given in the game. Steal as much as you can in eight minutes and escape together undetected. If one player gets caught, it is game over.

Gameplay videos

The Gameplay

One clip and two rooms from the Unity build.

DistractionThis is the test for the distraction mechanic. The guard will go to wherever the trigger is.
The Main LobbyThe main lobby in-game. The four players spawn into the building in four different places but in the customer part of a bank. The ATMs, waiting seats and the main gate where everyone will go in to the back side of the bank.
The basementThe main trap in the basement: laser grid. In a normal run, it is invisible until one of the players throw a smoking can.

My Role

My Contribution

Lead design & direction

Led the design team and communicated with the engineering team. Designed most of the design documents, like the roles, the mechanics, the puzzle and the balancing.

Role & interdependency design

Designed the four asymmetric roles and tuned them so cooperation truly worked and they needed each other to complete the game.

Detection & feedback systems

Designed the detection state machine and the danger signal.

Pressure loop & difficulty

Built the eight-minute pressure loop, the difficulty and the risk/reward design.

Audio direction & level design support

Directed the audio, clock and action cues. Co-designed the bank layout with the team's level designer.

Eight minutes of tension

The Gameplay Design

One gameplay run is eight minutes long and divided into four phases: get in, open the vault, access the servers and get out. Two of these phases happen at the same time.

The Gameplay structure

4 phases · 2 loot paths

The Gameplay Loop

The four phases of an eight-minute Break-In runThe run is eight minutes long and reads in four phases. Phase 1, Infiltration & Setup, runs from 00:00 to about 02:30: four players spawn in four different places and open the routes between them. Phase 2, Execution & Loot, runs to about 06:00 — the vault comes down layer by layer and the gold comes out. Phase 3, the Digital Heist, is not after phase 2 but alongside it, roughly 03:00 to 06:00: a second loot path opened by a USB and closed by a timed puzzle. Phase 4, Escape, is the last two minutes — no shared exit, four separate routes, everybody out before the clock expires.00:00The players spawn03:005 min left08:00ANOTHER LOOT PATHruns at the same time as phase 2PHASE 100:00 – 02:30Infiltration & SetupFour players spawn in different places.PHASE 202:30 – 06:00Execution & LootOpen the vault and take as much money as the team can carry.PHASE 303:00 – 06:00Digital HeistTake the money that is digitally stored in the bank.PHASE 406:00 – 08:00EscapeAll players get out without beingseen.

Scroll the clock sideways to follow the run →

Phase breakdown

  1. Phase 1Spawns

    Infiltration & Setup

    00:00 – 02:30Spine

    Objective

    Four players spawn in different places.

    • The HackerStarts outside the bank, inside a van and looking to the bank's security system.
    • The InsiderStarts inside disguised as staff.
    • The LockpickerStarts inside a restricted zone and has to get clear of it before they can open anything.
    • The VaultsnatcherStarts in a restricted area in the bank, hunting the keycard for opening the vault.

    Tasks

    • Disable barriers
    • Move under disguise
    • Find keycards
    • Scout escape routes early

    Risk / reward

    Escape routes can be scouted now or later. Now costs setup time, later means running the last two minutes without an escape plan.

    Pressure · 40%

  2. Phase 2Layered defences

    Execution & Loot

    02:30 – 06:00Spine

    Objective

    Open the vault and take as much money as the team can carry.

    • The VaultsnatcherTries to open the vault. The keycard has to be in and the alarms down. Has to take the gold and money.
    • The LockpickerUse the smoke bombs to reveal the laser grid. It is the only way that the Vaultsnatcher gets in.
    • The HackerCan see where the guards are, through walls, and can distract them so they don't catch the gang.
    • All fourThe players have to find objects to match the weight of the ingots so they could rob without the alarms going off.

    Tasks

    • Keycard entry
    • Alarms down
    • Biometric bypass
    • Laser grid
    • Elite guards
    • Decoy ingots

    Risk / reward

    Carrying loot slows you down. Every ingot is more money and less speed.

    Pressure · 85%

  3. Phase 3Timed word puzzle

    Digital Heist

    03:00 – 06:00Parallel path

    Objective

    Take the money that is digitally stored in the bank.

    • The InsiderReaches the server room on the security card and inserts a USB in a live server. This starts the phase.
    • The HackerOnce the USB is in, they get a timed word puzzle. The more puzzles solved, the more money they get. If they run out of time, the window closes.
    • All fourThe two main sources of income are active at the same time.

    Tasks

    • USB plant
    • Server access
    • Timed word puzzle
    • Funds transfer

    Risk / reward

    The second path doesn't mean that it is safer, but allows the team to get the bigger score, while risking that the hacker will fail.

    Pressure · 70%

  4. Phase 4Escape the bank

    Escape

    06:00 – 08:00Spine

    Objective

    All players get out without being seen.

    • All fourThere is no shared escape route. Each player has to find the way out.
    • The InsiderThe route scouted back in phase 1 appears here. The team that skipped it is searching with the clock in red.
    • The HackerThe hacker will have to distract the guards so the exits are completely clear of them.

    Tasks

    • No shared exit
    • Four viable routes
    • Undetected
    • Before 08:00

    Risk / reward

    The heist is finished. Escape without getting caught.

    Pressure · 100%

How the gameplay works

Collective extraction: all four players, or no winFour rows, one per role, converge onto a single bus and then onto one result. The run only banks when every one of the four is clear of the building; a single player detected or still inside collapses the whole result to a loss.ANDHackerOUTInsiderOUTLockpickerOUTVaultsnatcherOUTALL FOUR CLEARHEIST DONE AND INSIDE 08:00

One caught, everyone fails.

Win

  • Objectives completedPhysical loot, digital funds, or both.
  • All four escapedEvery player is out of the building.
  • UndetectedNo player was caught or arrested at any point of the game.
  • Inside 08:00The last player clears the building before the clock expires.

Lose

  • Any player detectedOne player caught or arrested ends the game for all four.
  • The clock expires08:00 with anyone still inside.

Then it is graded

On the take · once everyone is out

  1. A

    Over £1,000,000

  2. B

    £500,000 – £1,000,000

  3. C

    £100,000 – £500,000

  4. F

    Under £100,000 or caught

Cooperation

Cooperative System Design

Every element of the gameplay was designed so players had to cooperate and help each other succeed. The Distraction clip shows how these work in-game.

InteractableChoose any role and its ability kit, mini-game and every wire it sits on light up.Click, tap, or press Tab to reach it and then Enter.

  1. 1 · CAM-1 · Lobby / Staff DoorREC

    The Insider

    Opens paths

    Ability kit

    • Disguise10s · 60s cooldown

      Transforms into Security, a Janitor or Office Staff. The uniform is randomised, so which doors open changes every gameplay. Enemies will not investigate them while in this state.

      It will not be activated in front of an enemy.

    • Find the Security Card

      The card opens the server room, to insert a USB into a live server.

      The USB helps the Hacker to access the downstairs cameras.

    • Find the Escape

      One of three randomised exits: the bathroom vent, the vent beside the vault or the backdoor in the manager's office. It changes every run.

      Once it is found, a red guide line to the exit appears for all players.

    Mini-game

    No mini-game

  2. 2 · CAM-2 · Security OfficeREC

    The Hacker

    Assistance / support · the team's eyes

    Ability kit

    • CCTV Control

      A top-down view of the bank through the security cameras. The downstairs cameras cannot be accessed until a USB is planted in the camera PC.

      A sign appears on whichever camera is active, so the team can see where the Hacker is looking.

    • Distraction7s · 10s cooldown

      Hacks highlighted electrical objects, like lights, computers, to distract enemies and modify their route.

      Helps their team indirectly.

    • Hacker Vision5s · 30s cooldown

      Highlights enemies in red through walls.

      The team's only awareness of where enemies actually are for five seconds in every thirty-five.

    • Finding Environmental Clues

      A distraction can also surface clues in the environment.

      Clues lower the difficulty of the puzzle they belong to.

    Mini-game

    Speed typing

    Words appear and have to be typed back quickly and accurately to get the digital money out

    If failedFail and the transfer restarts from the top, with the clock still running.

  3. 3 · CAM-3 · Basement / Laser GridREC

    The Lockpicker

    Enters for the digital money

    Ability kit

    • Lock Picking~3 m noise · ~6 m on a failure

      Opens locked doors with a pick set.

      A failed attempt makes a loud noise and if a guard is in that radius, it will investigate.

    • Stealing Digital Money

      Transfers money out of hidden PCs around the bank. They sit behind locked doors only they can open.

      Needs the manager's password and has to find it.

    • Smoke Bombs3 per run

      Three per run. Smoke reveals the basement laser traps and disables them.

      Three units per run. The Vaultsnatcher's route in depends on how they are spent.

    Mini-game

    Pick and turn

    Hold the pick steady in position while turning the knob through its full travel. Rush it and it will break.

    If failedA slip amplifies the noise from about three metres to six and will turn anyone inside it into Chasing Mode.

  4. 4 · CAM-4 · Vault / Ingot RackREC

    The Vaultsnatcher

    Extraction · the physical gold

    Ability kit

    • Find the Manager's Password

      Hidden in the manager's office. It is what opens the vault.

      It also opens the Lockpicker's digital transfer.

    • Pick up Gold Ingots

      A quick button-press, the faster it is pressed the faster the ingots are taken. The ingots are highlighted as the player approaches them.

      Every ingot slows the player down.

    • Replace the Ingot1s window per ingot

      A similar weight decoy has to be placed in place of the ingot within one second of it coming off of it.

      Fail to do so and the alarm trips, leaving the whole team thirty seconds to get out.

    Mini-game

    Shape and weight match

    Find objects around the bank whose shape and weight match the ingots, and place them as decoys. The amount that is needed is randomised, and only two can be carried at a time, so the trip has to be made more than once.

    If failedCome up short and limits how many ingots can be taken without the alarm going off.

Line key

  • Unlocksturns an ability on
  • Enablesopens to move
  • Removesclears off a trap
  • Escapeescape

The explanation of each trap is explained in the Detection State Machine

The Hacker selected · Security Office

The Routes

The Level Design

The bank is one level divided into two places where the team has to split up so they could operate.

Level 1 · Central Bank

The Floor Plan

Branching infiltration route through the bankThe run enters at the Lobby and reaches Reception, where the team splits: one route takes the Info Centre to the Hideout Spot, the other the Manager's Office to the Back Office. Both rejoin at the Server Room, drop to the Basement, and split a second time into Laser Security and the Changing Room. Both rejoin at Digital Money, and the run ends at the Vault.LOBBYENTRYRECEPTIONINFO CENTREHIDEOUT SPOTMANAGER'SOFFICEBACK OFFICESERVER ROOMBASEMENTLASERSECURITYCHANGINGROOMDIGITALMONEYVAULT

Scroll the plan sideways to follow the route →

The Pacing Curve

Intended tension across the five stagesIntended tension, calm to peak, across the five stages in run order. Lobby: Moderate, 50 percent. Offices: Low, 25 percent. Server Room: Moderate, 55 percent. Vault Corridor: High, 75 percent. Vault: Peak, 100 percent.PeakCalmReleaseClimax

The Stage Breakdown

  1. Stage 1Routing

    Lobby

    Objective

    Get familiar with the environment / find a route to the basement

    Role focus

    All roles

    Hazards

    • NPC employees
    • Guards

    Entry tension

    Tension · Moderate · 50%

    The players are exposed in a public room full of staff.

  2. Stage 2Hideout

    Offices

    Objective

    Hideout, plan

    Role focus

    All roles

    Hazards

    • Security

    Comfort

    Tension · Low · 25%

    The goal here is to hide and plan what to do next.

  3. Stage 3USB plant

    Server Room

    Objective

    Get in on the security card, plant the USB in PC

    Role focus

    The Insider

    Hazards

    • Surveillance
    • Guards

    Strategic

    Tension · Moderate · 55%

    Moderate tension because the players can get caught now, since they have to expose themselves more.

  4. Stage 4Timing & coordination

    Vault Corridor

    Objective

    Bypass layered defences

    Role focus

    The Lockpicker

    Hazards

    • Lasers
    • Motion detectors

    Stealth

    Tension · High · 75%

    High tension because of the major hazards and traps. A mistake here is fatal.

  5. Stage 5Multiphase heist

    Vault

    Objective

    Open and extract gold

    Role focus

    All roles

    Hazards

    • Timed defence reactivation

    Climax

    Tension · Peak · 100%

    Where everything collapses. The countdown is short, the alarm can go off and the players can be caught looking for the exit.

The level evolution

The bank layout. Firstly, it was sketched on paper by me and the level designer, focused on the two floors. We had to think where the players had to operate and always give them a solution to a potential problem depending on where they were in the map.

Phase 1 · Basement sketchThe security walk path along the top, the laser trap on the left, and the changing room for the Insider's disguise.
Phase 2 · Basement planThe clean version of the sketch. Lasers placed and the final position of the vault.
Phase 3 · Ground floor planThe ground floor plan. The server room that the Insider has to reach and the hideout spot.
Phase 4 · Cameras placementThe placement of where the cameras should eventually go. Every triangle is a camera. Their placement was intentional and especially related to what we wanted to allow The Hacker to see, so as not to give them too much power.
Phase 5 · The game ground floorThe ground floor: the lobby, the back offices, the store room. Standing it up early is what let us test the patrol timings before anything else was built.
Phase 6 · The game basementThe basement, with the lasers in the game and the rest of the rooms.
Phase 7 · The vaultThe vault door.
Phase 8 · The server roomWhere the Insider has to place the USB.

Stealth

The Detection System Design

From the moment an enemy starts investigating, the player knows. These are the ways I decided to communicate it.

Detection state machine

The machine

The Break-In detection state machineFour states. Enemies start Idle, holding a post or walking a programmed route, and only the Hacker's Distraction can move them off it. Being seen in a restricted room, picking a lock, stealing money or using a PC moves an enemy to Investigating, where a bar above their head fills over time. Break line of sight before it fills and the enemy returns to Idle; let it fill and the state becomes Chasing, with the chase song playing and the enemy in pursuit. If the enemy reaches the player, the state is Caught, and because the escape is collective that ends the run for all four players. Above the row sit three traps — a broken laser beam, gold left unreplaced on the vault rack, and a failed lockpick — which feed a single bus straight into Chasing. All three bypass the Investigating state entirely, so none of them gives a player a bar to outrun or a warning to act on.PLAYER IS SEENBAR FILLSPLAYER NOT SEEN FOR A WHILEENEMY REACHES YOUT115S ESCAPELASERST230S ESCAPEUNREPLACED GOLDT3STRAIGHT TO CHASEFAILED LOCKPICKSKIPS S2S1CALMIDLE / PATROLEnemies hold position or walka route.Only a DISTRACTION moves themS2WARNINGINVESTIGATINGAn investigation bar abovethe enemy is filled.S3ALERTCHASINGA sound clue plays and theenemy starts chasing.S4FAILURECAUGHTThe enemy reaches the player.Mission Over.

Scroll the machine sideways to follow it →

Traps and Alarm Triggers

3 mistakes · all three skip S2

  1. T1Basement

    Lasers

    Chasing

    Alarm sets off and the escape window cut to 15 seconds

    If any of the players is reached by any laser, the alarm will go off. They will have 15 seconds to get out, leaving the unfinished tasks.

  2. T2Vault

    Unreplaced gold

    Chasing

    Alarm sets off and 30 seconds to get out

    If the player fails to replace the ingot with a similar weight object an alarm will set off. This is per ingot and the players know about this, making this trap even a deliberate option to get out. However, the more gold the player has stolen, the slower he gets and they only have 30 seconds to get out.

  3. T3Locked doors

    Failed lockpick

    Investigating

    Noise amplified · enemies escalate directly to Chasing

    Picking a lock makes noise inside a three-metre radius. Failing one amplifies it to six metres and triggers the investigation immediately. It is the only trap a player can walk into by rushing, which is why it is also the one most often tripped in the last two minutes.

I wanted the punishment to be legible, so each trap has a cause and a consequence but can be avoided. This connects with the level design as I wanted to give the player a way to escape the guards, because failing just once and losing would be too much of a punishment.

The Guard States

  1. S1 · Calm

    Idle / Patrol

    The default state. Enemies can be in a fixed position or in a patrol route. The only thing that moves them is the distraction and escalating to investigation or chasing.

  2. S2 · Warning

    Investigating

    The enemy has seen something and its bar starts to fill up. Players can escape enemies in this state by hiding and making them go back to their idle state.

  3. S3 · Alert

    Chasing

    The bar got filled. The white-noise crescendo resolves into the chase cue. The enemy starts chasing the player.

  4. S4 · Failure

    Caught

    The enemy reaches the player and arrests them. Making the team fail.

Multi-channel feedback

  • Audio

    White-noise crescendo

    A band of white noise rises while the bar is filling, built to resolve into the chase song. Making the tension present in the game.

  • HUD

    An eye icon

    An eye appears on the HUD when an investigation starts. Giving real-time information about the enemy.

  • HUD

    The investigation bar

    A bar above the enemy's head, filling in real time. States WHICH enemy and HOW LONG is left deciding whether to escape or keep hiding.

Hacker Vision: Five seconds of seeing enemies through walls.

The Sound of the Heist

The Audio Design

No voice channel made the coordination rely on the sound.

The music and sound are what tells the player the state they are in, the state the enemies are in and the clock ticking reminding the players to consider it the whole time.

The music representing the game state

  1. S1

    Sneaking

    When:Default

    The music mainly is a synth that builds the tension but also is calm, representing this state.

    The heist is going well and there is time to think.

  2. S2

    Running out of time

    When:5 minutes left on the clock.

    The same music but with a faster tempo.

    This is for the players to know that they are running out of time.

  3. S3

    Chase

    When:An enemy goes to Chasing Mode.

    The music becomes loud, fast and tense and is heard by all the players.

    Someone has been caught out and is being chased.

The score is wired to game state. The audio changes when the situation changes. With no voice channel this audio design is key.

Audio to tell the time

There is a timer on the HUD as well, but the HUD can be forgotten easily in a tense moment. This helps the players to know how much time is left.

The clock, as the player hears itAn eight-minute rail. For the first 3 minutes the clock ticks are low and even. At 03:00 a mark shows where the score changes gear, and for the last 5 minutes the ticks are louder and closer together, ending at 08:00 where the run hard-fails.Tick every minuteLouder and ticks every 30 seconds03:0000:0008:00

WhyThe time pressure only worked if it was constantly reminded. I found that this worked better for players, especially when the time got to 3 minutes.

Action Sounds

Each audio cue in Break-In: the action, the role it belongs to, and what it sounds like.
ActionSound
LockpickingThe LockpickerMetal sound of lockpicking.
A failed lockpickThe LockpickerWarningA loud metal crack.
Camera switchThe HackerA clack on the camera the Hacker moves to.
The Hacker typingThe HackerTyping sound and change of music while the puzzle goes on.
Hacker Vision going upThe HackerA low sweep when it activates and a softer fall when the five seconds pass.
A distraction firingThe HackerThe hacked object itself: a light stuttering, a PC turning on. Whichever the object is.
An environmental clue surfacingAny roleA short, bright confirmation tone on the object.

These sounds were to help the players understand what is going on with their teammates since there is no voice chat.

Tuning

Balancing the Game

Design note · balancing

The hardest part of balancing a four-player online heist game was tuning all the roles in a way that all roles are important, relevant and crucial to complete the game. As Lead Designer I tried to follow this rule: All four must cooperate and all the abilities and accountability rely on all of the team and not on one player. These are the design principles I consider:

  1. 1

    Interdependency

    Every role's abilities are unique and equally important for beating the game. Each role owns a quarter of accountability for progressing in the game.

    How far each role gets on its ownFour bars, one per role, each reaching about a quarter of the height of the line marked run complete. The Insider is stopped because they cannot see patrols, the Hacker because they are blind below ground, the Lockpicker because they have no vault password, and the Vaultsnatcher because the lasers are still live. Every role falls the same distance short.100%RUN COMPLETE25%InsiderCannot seepatrols25%HackerBlind belowground25%LockpickerNo vaultpassword25%VaultsnatcherLasers stilllive
  2. 2

    The Difficulty

    The target when balancing the difficulty was more about the players' feeling during the heist. The pressure rises by the end so every team has pressure at the end, whether they struggled or not. And that is how I wanted to design the difficulty in Break-In.

    Pressure rises so that felt tension does not moveTwo lines plotted against team performance, from struggling on the left to a clean run on the right. Pressure applied — patrol density, camera coverage, puzzle length, guard alert radius — climbs steeply from roughly a fifth to nearly full. Felt tension stays almost flat at around seven tenths, inside a shaded target band. The rising line is the cost of holding the flat one.TARGETTED TENSIONHighLowSTRUGGLINGCLEAN RUNTEAM PERFORMANCE
    • Pressure
    • Tension
    • Patrol density
    • Camera coverage
    • Puzzle length
    • Guard alert radius
  3. 3

    Teamwork

    Every ability enhances cooperation and they are made for players that want to work in a team with no main role at all. All of them have a crucial part in the heist.

    How a run’s take is paid outA single bar representing the whole payout, split in two. Seventy per cent is a team share divided evenly across all four players; thirty per cent is an individual role bonus. The shared base is deliberately the larger of the two.TEAM SHARE70%ROLE BONUS30%
    Team share
    Split evenly across all four.
    Role bonus
    For playing each role well.
    • Doors opened for others
    • Patrols pulled off a teammate
    • Traps cleared ahead of the crew
    • Objectives closed cleanly

Challenge During the Development

Design Challenge

Design Challenge

When we started designing the game, we thought to remove the voice channel from the very start. Therefore, coordination had to become a mechanic itself and then I designed tools so this could be translated in-game. The Hacker's Vision became a shared danger, for example. I wanted players to achieve communication through the systems that they were given, and my job was to provide those systems.

EngineUnity
SystemCo-op / detection / feedback
ResolutionReplaced voice chat with three coordination systems.
Click here forBack to all four projects

Go to other projects