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Level Design Document

The SIGIL level design document outlines an open-structure linear horror level set in a continuous forest biome, focusing on exploration, navigation under fear pressure, and environmental storytelling. It features a central hub with five major landmark zones, designed to create a sense of orientation fear while encouraging exploration and supporting AI monster behavior. The design incorporates various gameplay elements, emotional tones, and a critical path that guides players through a series of interconnected locations, culminating in an endgame ritual sequence.

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0% found this document useful (0 votes)
6 views13 pages

Level Design Document

The SIGIL level design document outlines an open-structure linear horror level set in a continuous forest biome, focusing on exploration, navigation under fear pressure, and environmental storytelling. It features a central hub with five major landmark zones, designed to create a sense of orientation fear while encouraging exploration and supporting AI monster behavior. The design incorporates various gameplay elements, emotional tones, and a critical path that guides players through a series of interconnected locations, culminating in an endgame ritual sequence.

Uploaded by

ayanmubarik92
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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

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