The document discusses a strike team's work on a stealth horror game featuring animal characters. It describes prototypes for wall climbing and traversing large environments as the main character. It also discusses designing smaller main characters and larger enemies to enforce the horror and stealth. Further concepts covered include a climbing system prototype, rat run animation, and a gameplay mockup. Considerations are given to level size and design, visual language, and rethinking enemy types and pathfinding. The movement concepts are feasible but would need to be a core design pillar. Large levels provide exploration but also design challenges to avoid dead space. Different enemy types could provide challenge with custom rigs and animations.