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Train Sim World 2: Island Line 2022: BR Class 484 EMU Add-On

Platform:

PC, PlayStation, Xbox

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Duration:

4+ Months

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Role:

Gameplay Designer

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Route Length:

8 Miles

Genre:

Simulation 

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Game Engine:

Unreal Engine 4

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Team Size:

25+

Game Add-On Description:

Train Sim World 2 is a realistic train driving simulator where you perform from day-to-day service to unique scenarios gameplay. The Island Line 2022: BR Class 484 EMU Add-On introduces new perspectives from rescuing abandoned trains, encountering unexpected strikes, and clearing out obstacles under time pressure.

Route Overview

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Expanding my existing skills from the previous project and moving forward, I would shift a new direction to bring visual story elements into gameplay. Instead of each scenario concentrating on challenges, the story of its journey experience from start to finish was the key highlight of this addon. 

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My work would continue on blueprint scripting, with the addition that I would create tutorials, allowing myself to introduce newer players to the Train Sim World series. Moreover, I have assisted with new scenic and interactive events with Artists and Programmers, such as road blockages being one example. The intended feature of this route is to allow players to have a purpose of interacting in the game world.

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As for gameplay, tutorials focused on explaining the train's unique features. The scenarios include rescuing down services, encountering unexpected world changes, and clearing obstacles over track lanes. 

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I faced a challenge with the route addon because this was a rework of an existing route, the Isle Of Wight: Ryde - Shanklin Route Add-On, reinventing the original scenarios to be exciting. Additionally, the route addon length is short, lacking alternative lanes and options for gameplay. Even with the difficulties encountered, I still seek a way to overcome them. 

Gameplay Overview

Isle Of Wight 2022 Route Introduction

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The Isle Of Wight 2022 Route Introduction is a brief overview to the player on what the route will include. The base game of the London Underground route covers a lot of the fundamental elements. I wanted to ensure that the player has the features reminded for new and returning players to the series demonstrated throughout the level. 
During the objective throttle stage, the throttle locks out of control from the player's hands to prevent overspeeding and going off the rail. They will be reading a text of important information that explains the activities they can do.

Class 484 Introduction

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The Class 484 Introduction tutorial focuses on the train's features that contain understanding which control does which. The text and dialogue setup helps with all of it with the inclusion of objective markers. The instructions give them insight into running their first short passenger timetable, following a step-by-step of the game flow process. 
The starter location is at Ryde Pier Head. From a gameplay perspective, it allows a steady and slow pace toward their destination and an understanding of the train's throttle and braking speed. Two of these critical controls add up to the gameplay loop that the player will be using actively. 

Brading Rescue Scenario

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I wanted The Brading Rescue scenario to begin with a new style not presented in past levels. St. John's Depot was a good place to start as my various designed objectives provided the player with practice and memorise on operating shunting manoeuvres and junctions. The skills and techniques they learn will be valuable in the later scenarios and when the player plays the 24-hour Timetable.

One of my design theories from the Luzern - Sursee Route on the There And Back Again scenario transferred to this project because after analysing the players' experience, it points out they took advantage to understand more of the route. 

Brading Station was a rebuilt and rebranded location that I believe was suitable to showcase it through gameplay. The catwalk crossing and signaller tower allow players to interact with the game world effectively with the scenario. Brading also demonstrates my contribution to working on route building and terrain sculpting, such as painting and adding foliage and background props assets.

Fear the Storm Scenario

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The Fear the Storm scenario was a risk to working with a hazardous environment scripted event at the level. Previous scenarios have not included anything dangerous, so for myself and the team, it was an opportunity to add a lightning-strike weather encounter. Including extreme rain weather in this specific scenario creates a challenging visibility aspect. 
The scenario playthrough is a regular passenger service, but I introduce audio hints of storm effects during the player's halfway travel. These would build up further at Brading Station, where they would cross an unexpected fallen tree blocking the tracks. This scenario would close off with the player returning to St. John's Depot to end their shift. 
Although the scenario is a shorter experience, I did not want to provide the player with an extensive focus on stress. The poor visibility and surprising encounter are enough to deliver the gameplay.

Sea Transport Service Scenario

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After parking at St. John's Depot and completing a short but intense scenario, The Sea Transport Service scenario calms down with light rain weather. I introduce a mix of delivery and passenger-run services, starting with junction navigations and shunting manoeuvres. I wanted to ensure that the player gets used to learning these interactive mechanics. I believe it will help the player become independent to handle the system in the 24-hour timetable mode. These interactions are introduced again in later scenarios.

Blow Me Away Scenario

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The Blow Me Away scenario seamlessly follows up with the Sea Transport Service scenario at Shanklin world story. The wind caused various objects to spread on the track. I design the level for the player to continue operating the regular passenger service, but with a twist that each obstacle has to be clear and have a tight schedule. As a team, we wanted to experiment with the gameplay style and the pacing to deliver a unique experience. 

Finish The Isle Scenario

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The final scenario of Finish The Isle returns to be a regular passenger service starting from Shanklin to Ryde Pier Head. Like the previous project, I wanted to revert it by creating a comfortable relief driving end experience. To allow that finished experience, I set up the time of day system to have the sun dawning as the player reaches Ryde Pier Head. 

Gameplay Videos

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