Snowpiercer

Level Design & Scripting

Snowpiercer was a project for a module where I had to create a level based on a TV Show or Movie. I selected Snowpiercer as my inspiration, as I felt the design of the carriages would be a good challenge for gameplay and level design.

Built in Unreal Engine 4.

Process…

Solo Project | Unreal Engine 4 | Illustrator | InDesign | Procreate

Step 1 | Research

This was a large project and required a lot of pre-production. I knew I wanted to base it off the Snowpiercer concept and therefore needed to research how they squeezed the different room concepts into train carriages; for example, how did they utilise space to create the shopping carriage? The answer in most cases was to use different levels of height.

Step 2 | Level Flow

The overall level layout and narrative was theoretically designed using a flow chart. I designed interactions and planned a layout which would teach the player the mechanic and then eventually reuse the mechanic in a more dangerous situation. I drew sketches for each section of the level.

Step 3 | Blockout

Entire level was blocked out making sure to utilise space as effectively as possible. It was important that each carriage had a distinct look, feel and shape. I wanted each to be moved around differently. For example, the shopping carriage is quite tight and utilises height as much as possible whereas the bar carriage is more open and colourful with more uses of round shapes to make it seem softer.

Step 4 | Blueprints

Many Blueprints using Visual Scripting were created for various reasons ranging from doors, ladders and moving blocks (acting as a small service train in the mechanics area) to moving guards and UI.

Step 5 | Testing & Iteration

I tested several times with new and returning players to make iterations over the entire level. Most changes were based around level shape and ensuring players are heading in the right direction without getting lost. Main changes of note are highlighting safe zones in the mechanics hatch were players must stand to avoid getting hit by the mechanic train. The other being crate placements throughout where players thought they could jump up them to progress which was not the intended route. A key learning experience was giving the player context if there is an invisible wall - without context players got frustrated.

Snowpiercer - Design Deck