top of page
Search

Snowbound Level 1 plan

  • michael71510
  • Oct 15, 2025
  • 2 min read


Goals


As the player I want to be introduced into the game + narrative and be given a change to get aclimatised to the controls and mechanics


As the player I dont want to be thrown into a difficult/compelx level/I want information to be handed to me one by one


Experience should not rely on audio but use it as an added bonus


Beats


Bellboy - warns player that train staff are all threat from level 2 onwards "The other staff members won't be as friendly as me" + "if I see you again, I'll have to report you" + "goodluck kid"


Player learns how to use QTE mechanic


Player must learn that the guards are not friendly


Player learns they can interact with things in the scene


Set up questions about the narrative in the players head - why am I on this train? what is the wider context of this world?



Sequence


Player spawns just past suitcases wondering where they are and what they are meant to do


Player walks into trigger causing cutscene to play...


Timeline cutscene plays panning over to the locked door showing the locked padlock


Player hopefully notices the propagander posters and trys to interact with them


Player presses E to interact with the door - text comes up saying "its locked..." QTE on the sleeping guard is activated


Timeline camera pan to sleeping guard with the key


Player hopefully realises that they might need to go and get something from the guard which could help them open the door - prompt appears on screen saying grab keys/press E to steal keys


If player is successful in grabbing the key they will be able to use it on the door to get through


UI will appear in top corner saying "you have aquired the guards key!"


Before the player can leave it turns out the guard has woken up... <---


A dialogue interaction is triggered between the guard and the player - player learns that all train staff will be threats from now on.


Level ends with player using the guard key to unlock the next room


Tools


Enemy follow path system - adjustable speed


Enemy capture system - adjustable range


adjustable speed of player controller


eerie music


Modular kits (Currently no room specific kit)


Questions


When does the bellboy warn the player? RESOLVED


Could the bellboy be the guard? no need to have two characters


How did the bellboy get there if he wasn't seen by the player in the cut scene? RESOLVED


Bellboy cant come through the door as it wouldnt make sense that the player needed a key to get in? RESOLVED


Physical padlock?


What happens if the player fails the QTE? does that also trigger the dialogue interaction? If so then does the guard give the player the key? How could that make sense?


Could the player intereact with propagander posters in the room? good way to teach interaction mechanics for later on + introduce some narrative beats about the world - talk to Renny about having propagander posters in level 1


After Thoughts


-Spawn suitcases will need to be moved from storage car 2 for continuity

 
 
 

Recent Posts

See All
Snowbound level 6 plan

Goals Make a level which acts as a platform to create a dramatic ending to the game As the player I want to feel that there is a sense of pressure or tension when being chased but that I still have en

 
 
 
Snowbound level 5 plan

Goals As a designer I want to make it clear that touching any of the webs will alert the spider because I want to make it clear to the player what the threat is and to give the player a fair chance at

 
 
 

Comments


bottom of page