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Train Sim World 2: S-Bahn Zentralschweiz: Luzern - Sursee Route 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:

16 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 S-Bahn Zentralschweiz: Luzern - Sursee Route Add-On introduces multiple atmospheric locations, encountering high-speed management and trafficking.

Route Overview

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The focus of these scenarios was to create a memorable and unique experience for the player. These scenarios should be unique missions that can not be replicated in the 24-hour timetable mode. 

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My first task was to specify various scenario ideas, choosing at least five in-depth and eye-catching concepts. Once the scenarios have been conceived, I use a custom blueprint editor in UE4 to create the gameplay for each scenario. After the release of the DLC, I would also add two additional scenarios as a token of appreciation to the fans from Rivet Games.

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My work on this addon primarily consisted of scripting timetable schedules, mission objectives, AI trains with check and trigger events, and dialogue. I would have also worked on the level editor, setting up spawn points for the Player and AI, applying weather effect volume zones, and contributing my text dialogue and story within each scenario.

 

In the gameplay, each scenario had a specific theme involving non-stop services, express routes, low visibility and traffic awareness. Moreover, these general route gameplay actions consist of operating passenger services, shunting manoeuvres, coupling and uncoupling formations, etc. They all present a high priority of passenger services gameplay but still provide a level of difficulty and challenge the player will encounter.

Gameplay Overview

There And Back Again Scenario

The main idea for the There And Back Again scenario was that I wanted to let the player have a good understanding of the route. By making the player go non-stop driving to Sursee, the player can safely experiment with the train's features without running into red stoppers. On arrival at Sursee, the player begins their first passenger service to Luzern. As a change of pace, the player will have learned the route and introduce to red stoppers on the way back. The challenge is that the player will have to manage their speed as the leading train will make a few short stops, creating red lights and forcing the player to remain engaged in the gameplay.

 

One of the issues I came across that I resolved was directing the player to the intended experience. Because players like to play their way, I needed to ensure game features, such as if the player closed the door, would auto-complete. Additionally, to prevent players from missing out on timed scenic moments, I also address events to trigger particular actions at the level.

The Shower Express Scenario

The Shower Express scenario takes a different approach from the previous scenario. The central premise is having the player operate an express train that is eight coaches long. The purpose of this scenario is that offers the players a new perspective on the busy commuter services in real life. It also delivers new challenges as the extra long train means the weight will affect the performance of the train, which is a nice change from the typical 24-hour timetable. 

Slippery Season Scenario

The Slippery Season scenario starts in a different location where the theme is more atmospheric and scenic. I wanted this scenario to have a heavy emphasis on where the player would appreciate the view and art that was created in the area. This scenario uses visual storytelling by slowly adding snow to it, which will then set the scene for the next scenario.

Midnight Rush Scenario

In the Midnight Rush scenario, I made use of the weather FX and simulation to create a more challenging experience for the player. This was done by making the weather a blizzard, so the visibility is low, and it also makes it harder for the train to keep friction, causing potential slippage on the rails. I also added some dialogue to help add to the story and overall immersion of the scenario. The player has the option to remove the HUD and create an even more challenging experience, which is best suited for this scenario.

Shedding The Weight Scenario

The purpose of the Shedding The Weight Scenario wasn't in-depth as the previous scenarios. After the last couple of engaging scenarios, I wanted to dial it back and create a relaxing driving experience in this scenario. The scenario is a typical commuting service but gives a nice change of pace from previous scenarios.

Unexpected Express Scenario

The Unexpected Express scenario is one of the additional scenarios created after release. With the opportunity of creating some additional scenarios, I wanted to add some gameplay in areas that were previously not explored. The emphasis of this scenario was allowing the player to explore the route more and see any details they might have missed.

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The challenging aspect was creating a more extended scenario without making it feel repetitive. The solution is to let players interact at specific locations delivering the sense of their feeling in a new place, as I stated in my last scenario discussions.

Detour Aid Scenario

The final addition of the Detour Aid scenario's goal was to create a challenging experience by creating obstacles that the player will have to pay attention to; in order not to over speed. "Broken Down" trains in one lane means the player would have to crossover to the opposite track, which they will have to slow down to do. Shunting a train is always a difficult experience in TSW2, so adding these objectives adds to the challenging aspects of this scenario.

Gameplay Videos

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