Immersive Sim - Tram Station LDD

 Yo! 

This week I wanted to talk about my thought process doing a top-down LDD for my upcoming immersive sim level. In the past, I've always done perspective maps for levels, I think because elevation is something I always like to emphasize. It can be harder to show elevation using a top-down map, especially if there's content on both floors. That being said, after my last project, I got the feedback that a top-down LDD is much better, because it's faster to iterate and overall less time consuming. So, I tried making a top down map. 



This level doesn't have too much overlapping play area, so that's good. The level is split into two main halves- the first is a clean public area, and the second is a dirtier backroom. The goal of the first area is to get to the backroom, and from there, the player needs to escort a tram to the levels exit, which will require manipulating a variety of switches. 

In this situation, I'm designing a level for a game I didn't design. For me, it's a super fun challenge, but I'll admit there are some limitations. For one, the game is pretty lacking in terms of combat. It more heavily leans into exploration, puzzle solving, and narrative, which is fine for an immersive sim, but it can make designing the spaces feel a bit easy. That's not to say that there isn't combat- there is, in a sense, but in this stage of development, the only really viable option is stealth, so I only have one style to plan for. That, and because the history and world-building is extremely important for this game, the aesthetics and """"realism"""" of layout becomes a higher priority. It feels like I can just design the space logically for the inhabitants of the world, and the gameplay will benefit. 

It feels too easy! Hopefully it feels good to explore.

Anyways, back to the LDD. An immersive sim, by its nature, doesn't really have a set-in-stone golden path. If anything, you could assign the backup path for the player with (somehow) no skills obtained the moniker of golden path, but for the most part, the level NEEDS to be designed for multiple, equally valid paths. For me, I decided to make complimentary LDDs to show this. 


This version of the LDD uses these bubbles to explain potential player routes. Even though I mark the elements of the level which allow these routes, it can be hard to visualize without being very familiar with the game. The bubbles are meant to help explain some of the player's potential routes, each marked with a different color. I like how this turned out, but it feels a bit like cheating. 


I then have a third version which explains the routes in the back area. Splitting these two sections up definitely seemed necessary, and the level is split up enough that I think it justifies both these supplemental maps. This part of the map is where it seems more of the 'immersive-sim' gameplay will be happening.

Overall I'm happy with these LDDs, and I've gotten compliments for how they look, but a part of me still feels like a side-view would be more compelling. If nothing else, I think I should improve my iconography- The sketchy style is quick and easy, and gets the job done, but cleaner icons would probably be better. 


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