LEVEL DESIGN DOCUMENT (LDD)
SIGIL
1. LEVEL OVERVIEW
Level Type
Open-structure linear horror level (hub-based forest exploration)
Environment
Single continuous dense forest with interconnected landmarks.
Core Experience
Exploration
Navigation under fear pressure
Environmental storytelling
Stealth survival against AI-driven monster
Progressive escalation over 7 in-game days
2. LEVEL DESIGN GOALS
The level is designed to:
1. Create Orientation Fear
Player should feel:
“I know where I am… but I still feel lost.”
2. Encourage Exploration Under Pressure
Reward curiosity
Punish noise and carelessness
3. Deliver Environmental Storytelling
No direct narration.
Story is told through:
Locations
Objects
Ritual remains
Pages
4. Support AI Monster Behavior
The forest must:
Allow hearing-based AI tracking
Provide hiding opportunities
Create unpredictable encounters
5. Support Non-Repetitive Loop
Even though gameplay loop repeats, level layout prevents boredom.
3. WORLD STRUCTURE
The entire game exists in a:
CONTINUOUS FOREST BIOME
No loading screens.
No level transitions.
Only landmarks.
Main Layout Concept
Central Forest Hub
5 Major Landmark Zones
Hidden Micro Pockets
Ritual End Zone
4. TOP-DOWN LEVEL STRUCTURE
[WATCHTOWER]
|
|
[GRAVEYARD] --- FOREST HUB --- [CHURCH]
\ | /
\ | /
\ | /
[CABIN] | [ABANDONED HOUSE]
|
|
[DEEP FOREST PATHS]
|
|
[RITUAL PENTAGRAM]
5. CORE NAVIGATION SYSTEM
Forest Hub (Central Node)
Function:
Main traversal space
Connects all locations
Main AI hunting ground
Design Intent:
This is where fear peaks due to uncertainty.
Path System
Types of Paths:
1. Safe Paths
Wider visibility
Less monster pressure
2. Dangerous Paths
Dense trees
Audio traps
3. Hidden Paths
Shortcut routes
High risk, high reward
6. LANDMARK DESIGN
6.1 ABANDONED HOUSE (TUTORIAL ZONE)
Purpose
Introduce mechanics safely.
Layout
Small interior
3–4 rooms max
Gameplay Elements
First key
First page
Drawer interaction
Flashlight introduction
Narrative Role
First sign of cult presence
Evidence of past survivor
Emotional Tone
Safe → uneasy transition
6.2 CABIN (RESOURCE + LORE ZONE)
Purpose
Investigation + survival tension
Layout
Small wooden structure
Tight interior
Gameplay Elements
Keys
Notes
Hidden drawers
Page spawn
Horror Mechanic
Random audio events outside cabin
Monster investigates nearby noise
Narrative Role
Failed explorer’s hideout
6.3 GRAVEYARD (FEAR ZONE)
Purpose
Psychological horror + navigation challenge
Layout
Open foggy area
Irregular grave spacing
Gameplay Elements
Environmental clues
Hidden page
Audio hallucinations
Horror Mechanic
Whisper system
Fake footsteps
Visual distortions
6.4 WATCHTOWER (ORIENTATION ZONE)
Purpose
Navigation clarity + tension reset
Layout
Vertical structure
Climbable interior
Gameplay Elements
Viewpoints of all landmarks
Lore discovery
Narrative Role
Cult surveillance structure
Design Intent
Give player moment of clarity before fear increases again
6.5 CHURCH (MAIN STORY ZONE)
Purpose
Lore climax + major progression
Layout
Largest structure
Multiple internal sections
Gameplay Elements
3 ritual pages
Major story reveal
Pentagram clues
Horror Mechanic
High AI presence
Frequent monster tracking
Narrative Role
Cult headquarters
6.6 RITUAL PENTAGRAM (FINAL ZONE)
Purpose
Endgame ritual sequence
Layout
Circular clearing
Visible from distance via glow
Gameplay Elements
Page burning sequence
Final monster chase
Ending trigger
Emotional Tone
High tension
No safety
7. CRITICAL PATH
ABANDONED HOUSE
↓
CABIN
↓
GRAVEYARD
↓
WATCHTOWER
↓
CHURCH
↓
RITUAL PENTAGRAM
↓
END
8. NON-LINEAR DESIGN ELEMENTS
8.1 BRANCHES
Optional exploration routes:
Hidden notes
Extra lore
Alternate page locations
8.2 LOOPS
Forest paths reconnecting areas:
Church ↔ Graveyard
Cabin ↔ Forest Hub
8.3 MISDIRECTION
Broken paths
False lights
Fake sounds leading player off route
8.4 SIDE TRACKS
Optional loot areas
Hidden story fragments
8.5 BACK TRACKS
Unlocked shortcuts after collecting keys:
Church shortcut to hub
Cabin shortcut exit path
8.6 POCKETS
Small hidden spaces:
Under fallen trees
Behind ruins
Inside broken structures
9. GATES SYSTEM
Key Gates
Locked doors
Cabin key
Church entry
Knowledge Gates
Pages reveal next objective
Ritual instructions required
Exploration Gates
Dense forest blocking visibility
Hidden paths
Narrative Gates
Progress locked behind story pages
Emotional Gates
Monster presence blocks progression
Time Gates
Day progression increases difficulty
10. VERTICAL DESIGN (SPACE
STRUCTURE)
Ground Level → Forest traversal
Mid Level → Cabin / Graveyard / Church
High Level → Watchtower
11. BIOME VISTAS
Intent:
Player should always see something meaningful:
Church silhouette in fog
Watchtower above trees
Glowing pentagram at night
12. MONSTER LEVEL INTEGRATION
AI Behavior + Level Design Sync
Noise System Interaction:
Gravel paths = noisy
Leaves = medium noise
Wood interiors = low noise
AI Response Zones:
Forest Hub → High danger
Buildings → Medium danger
Watchtower → Low danger (escape space)
Dynamic Pressure:
As player progresses:
Monster patrol radius increases
Safe zones shrink
Ambush points increase
13. LIGHTING DESIGN
Types:
Moonlight (primary)
Cabin lantern glow
Church candlelight
Ritual red glow (end zone)
14. NAVIGATION DESIGN
Player Guidance Techniques:
Light sources
Silhouette landmarks
Sound direction (church bells, wind chimes)
Path compression (trees forming corridors)
15. PUZZLE / PROGRESSION DESIGN
Key unlocking
Page collection progression
Ritual activation sequence
16. FLOW OF TENSION
Stage Emotion
Early Game Curiosity
Mid Game Anxiety
Late Mid Fear
End Game Panic
Finale Survival instinct
17. SUMMARY
SIGIL’s level design is built around:
One continuous forest biome
Five strong landmark spaces
A central hub structure
Non-linear exploration within structured progression
AI-driven pressure system
Environmental storytelling via ritual remnants