# BORDERS - Level Design Doc
> [!success] Twin Peaks - Level Design Doc
> **Teacher** (Environment Design): Kim Nutter
> **Teacher** (Game Engine): Jeff Gauvin
>
> **Credits**: [[BORDERS]] (https://nepobjedivi.website/Borders_GDD#Asset%20Credits)
>
> **ToDo**
> - [-] GDD button
> - [ ] Life UI at the end
> - [-] Mouse sensitivity
> - [ ] Send the game to [welcometotwinpeaks.com](https://welcometotwinpeaks.com/locations/twin-peaks-maps/)
<iframe style="border-radius:12px" src="https://itch.io/embed/3480095?bg_color=00043a&fg_color=ffffff&link_color=c00021&border_color=407ba7" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe>
## Concept
#### (0) Reference
**TV-show reference**: Twin Peaks
**Scene reference**:
- *Fictional*: "Great Northern Hotel" lounge
- *Real*: Salish Lodge and Spa -- 6501 Railroad Ave, Snoqualmie, WA 98065, United States at the borders of Canada
![[ATTACHMENTS/REFS/TwinPeaks/TwinPeaks_GreatNorthern_Entrance.png]]
##### Visual
**Key mood reference**: *American Weird* ([[Borders_GDD#^5fc4bb|see Serada, 2021]]), *Cozy Liminal* spaces (solidified in [Backrooms Level 5](https://backrooms-wiki.wikidot.com/level-5); emblematic instance is the hotel in Shining)
###### Lighting
| **Lighting** | |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------- |
| Dreamy at ==day==. At midday, Pan's flute sounds echo in the hotel hallways maze (_You have time from 12 am to 1pm (real-time clock synch) to find the Pan by the sound it makes_) | ![[ATTACHMENTS/REFS/TwinPeaks/Hotel_InTheDay_afar.png]] |
| Deliriant at ==night==. (*if at night the avatar stays without movement for long, shadows around them slowly change to dark-blood colour*) | ![[ATTACHMENTS/REFS/TwinPeaks/Hotel_InTheNight_afar.png]] |
| Back (==twilight==) | ![[ATTACHMENTS/REFS/TwinPeaks/hotel_twilight_afar.png]] |
| Front (==twilight==) | ![[ATTACHMENTS/REFS/TwinPeaks/hotel_twilight_front.png]] |
###### Exteriors
| **Exteriors** | |
| --------------------------------------------------------------------------------------------- | ----------------------------------------------------- |
| South -- ==front==. (*The fall magnetises*. Player gravitates towards the fall. **InUse**: ?) | ![[ATTACHMENTS/REFS/TwinPeaks/South 1.png]] |
| South-East (==front== close-up) | ![[ATTACHMENTS/REFS/TwinPeaks/SouthEast_closeUP.png]] |
| South-West (==back== close-up) | ![[ATTACHMENTS/REFS/TwinPeaks/SouthWest_closeUP.png]] |
| North (==back==) | ![[ATTACHMENTS/REFS/TwinPeaks/North.png]] |
###### Interiors
| **Interiors** | |
| ---------------------------------------------------------------------------------------------- | --------------------------------------------- |
| ==Reception== (check-in there to get the [[ATTACHMENTS/REFS/TwinPeaks/roomKey.png\|room key]]) | ![[ATTACHMENTS/REFS/TwinPeaks/Reception.png]] |
| ==Cafeteria== (*order meals in a specific succession to discover a secret!*) | ![[ATTACHMENTS/REFS/TwinPeaks/Cafeteria.png]] |
| ==Lounge== (Salish Lodge and Spa -- 6501 Railroad Ave, Snoqualmie, WA 98065, US) | ![[ATTACHMENTS/REFS/TwinPeaks/Lounge.png]] |
| ==Smoke room== (*each smoke changes camera's colour scheme*) | ![[ATTACHMENTS/REFS/TwinPeaks/SmokeRoom.png]] |
| ==Rooms hallway== (*it's a maze, and one of dead-ends loops the avatar to wander eternally*) | ![[ATTACHMENTS/REFS/TwinPeaks/Hall.png]] |
| ==Room== at a space pocket out of time | ![[ATTACHMENTS/REFS/TwinPeaks/Room.png]] |
| ==Roommate== (*don't wake them up!*) | ![[ATTACHMENTS/REFS/TwinPeaks/Roommate.png]] |
###### Details
| **Details** | |
| --------------------------------------------------------------------------------------------------- | ------------------------------------------------- |
| Detail 1 -- Wild nature themes: ==falls== (*Fix the clock-puzzle to reverse the flow of the fall!*) | ![[ATTACHMENTS/REFS/TwinPeaks/FallClocks.png]] |
| Detail 2 -- Wild nature themes: fish, bird & toys (*Red herrings -- nothing to do with them*) | ![[ATTACHMENTS/REFS/TwinPeaks/Goose.png]] |
| Detail 3 -- ==Abstract social art==. (*cut functionality*) | ![[ATTACHMENTS/REFS/TwinPeaks/HallPainting.png]] |
| Detail 4 -- ==Indigenous culture== theme | ![[ATTACHMENTS/REFS/TwinPeaks/IndigenousArt.png]] |
| Detail 5 -- Room ==key== | ![[ATTACHMENTS/REFS/TwinPeaks/roomKey.png]] |
| Detail 6 -- Cozy ==fireplace== | ![[ATTACHMENTS/REFS/TwinPeaks/Fireplace.png]] |
##### Sound
Angelo Badalamenti
<iframe style="border-radius:12px" src="https://open.spotify.com/embed/track/7FO7BolIZsl1o8DDSjeOph?utm_source=generator" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe>
Boards of Canada
<iframe style="border-radius:12px" src="https://open.spotify.com/embed/track/5Hf2h59YLInKlic7ooWZVd?utm_source=generator" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe>
Caretaker
<iframe style="border-radius:12px" src="https://open.spotify.com/embed/track/0uEec9a0RsYeQiaeyJapjY?utm_source=generator" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe>
#### (1) Layout
![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/PLAYERFLOW_bubbleDiagram.png]]
**SEE** [[Borders_GDD#The Great Northern Hotel - Level Map|MAP]] below
The level takes place at the *Great Northern Hotel* in *Twin Peaks* town. On a surface level it's warm, cozy, and expensive. Wood, stone and wool. On a deeper level, a generic familiarity of the hotel's architecture raises an uncanny sensation (it's strangely familiar / it's a deja vu). The exterior has a touch of modern Scandinavian style. The interiors have elements of indigenous culture (I prefer appreciation over appropriation in my build), plus peculiarly kitsch decors.
**Spaces in the level** include: (A) Reception (B) Stuff Office (C) Hotel Director Office (D) Hotel Cafeteria (E) Guest Lounge (F) Smoke Room (G) Rooms Hallway - Maze (H) The Player's Room (I) Parking Lot at the front
**Neighbouring levels**: (A) White Tail Falls (B) Double R Diner (C) Pine forests (D) Town crazy Shack
##### Maze
**[[ATTACHMENTS/REFS/TwinPeaks/Hall.png|Maze]]** is a "Theseus and Minotaur" type of maze ([ibid by Robert Abbott](http://www.logicmazes.com/theseus4.html) by [McGeddon](https://en.m.wikipedia.org/wiki/File:Theseus_and_the_Minotaur_puzzle.png)). Each player's step (blue) is minotaur's (red) two.🚪 From the moment player discovers the maze, level's structure changes to Hub (maze) and Spoke (previously explored locations). To reach the room, player must open enough spikes to the maze. (reversed [[Do SOULS GAMEs have a soul.genre 🔥|Dark Souls]]) ![[MODELS/WP_McGeddon_AbbottTheseusMinotaur_MAZE.png]]
#### (2) Gameplay (challenges and obstacles)
- The player must find a way to their [[ATTACHMENTS/REFS/TwinPeaks/Room.png|Room]], and it's not a trivial task. As they enter [[ATTACHMENTS/REFS/TwinPeaks/Hall.png|Rooms Hallway]], they find themselves in maze beyond space and time of this world.
**REF**: Similar to [Backrooms](https://backrooms-wiki.wikidot.com/level-5) project, "Silent Hill" games, and the "Black Wigwam" (a concept from Twin Peaks series), the hotel hallway shifts between metaphysical realms. In my projects though, shifts are constrained to the Great Northern Hotel environment (e.g. if the player enters a wrong room, it leads them back to the reception, etc.)
- **Gathered branches structure** of the level-flow. The player can explore optional objectives in the hotel and its arounds -> the quest to the room has branches. But it's just one room where the level can end. However, if the player made some optional activities on the way, the [[ATTACHMENTS/REFS/TwinPeaks/Roommate.png|Roommate]] in the *Room* will wake up.
#### (3) Story
"**Player vs World**" type of story conflict (player vs the metaphysical nature of things). The avatar is not an FBR agent Cooper but a (customisable) passer-by moving to Canada. Caught in metaphysical anomaly, they got engaged with the mysteries of Twin Peaks. But they can prefer to leave hotel at any moment, if the player decides so. (There is a taxi at the *Parking Lot* that the player can take any moment to end the game.) When the very fabric of reality tears apart, finding your hotel room can be a good idea, actually.
#### (4) Resource
Typical northern hotel layout (walls, floors, ceiling, windows, doors). Wooden, wool, brick, and stone are main materials there.
- *Landscape* (see [[Borders_GDD#Exteriors|Exteriors]]): mountains ("Twin Peaks") at North-East and West, uneven landscape, descending from South to North; the fall; dark pine forest. At this moment in development surrounding human structures shall have no function.
- To make it look like a *hotel*: a [[ATTACHMENTS/REFS/TwinPeaks/TwinPeaks_GreatNorthern_Entrance.png|monument]] at the entrance, a reception desk, information stands ("Welcome!"), wooden chairs and tables ([[ATTACHMENTS/REFS/TwinPeaks/Cafeteria.png|Cafeteria]]), [[Borders_GDD#Details|peculiar kitsch souvenirs]] all over the place.
- To make it *cozy* ([[ATTACHMENTS/REFS/TwinPeaks/Reception.png|Reception area]], [[ATTACHMENTS/REFS/TwinPeaks/Lounge.png|Lounge are]]): a fireplace + fire FX. Pillows, blankets, rugs, and sofas with patterns (warm colours: orange - brown - black). Warm dim light: lamps and chandeliers.
- *Materials* (from AmbientCG):
- [Grass](https://ambientcg.com/view?id=Ground003)
- [Frieze asphalt](https://ambientcg.com/view?id=Asphalt025C)
- [Road asphalt](https://ambientcg.com/view?id=Asphalt019)
- [Brick walls](https://ambientcg.com/view?id=Bricks082C)
- [Roof tiles](https://ambientcg.com/view?id=RoofingTiles015A)
- [Rock](https://ambientcg.com/view?id=Rocks001)
- [Wooden floor](https://ambientcg.com/view?id=Planks037B)
- [Light wooden walls](https://ambientcg.com/view?id=Planks003)
- [Wooden pillars](https://ambientcg.com/view?id=Bark008)
- [Wooden tables](https://ambientcg.com/view?id=Wood025)
- [Wooden chairs](https://ambientcg.com/view?id=Wood013)
- [Red wooden walls2](https://ambientcg.com/view?id=Wood008)
- [Fabric 1 (sofas)](https://ambientcg.com/view?id=Fabric050)
- [Fabric 2 (sofas)](https://ambientcg.com/view?id=Fabric051)
- [Fabric Yellow (sofas)](https://ambientcg.com/view?id=Fabric025)
- [Fabric Blue (beds)](https://ambientcg.com/view?id=Fabric069)
- [Zigzag marble floor](https://ambientcg.com/view?id=Tiles082)
- [Gold (Yellow Submarine)](https://ambientcg.com/view?id=Metal034)
- *Skybox*:
- [Merl Ackerman](https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-sky-skybox-set-146014)
- *Characters & Animations* (from Mixamo)
- [Character meshes (all mannequins)](https://www.mixamo.com/#/?page=1&query=&type=Character)
- *UI*: deliberately primitive and generic, so it's eerie (in a same way the hotel is so generic, it feels strangely familiar)
- *FX*: fire, designed bugs and glitches, bugs and insects, bloody shadows (shadows change colour to blood if the avatar stands without movement for longer than 15 seconds -- (Use [[CAMERA|CameraEffect in Unity]])
- *SFX*: fire, creaking footsteps, rumbling footsteps, [[Daemon • δαιμόνῐος • Демон|daemonium]] (δαιμόνῐος -- a voice sensation that people hear in day/dreams (InUse: second dynamic at the player's nape - haunted sound))
- *Scripts*: several animation triggers (secret doors opening | bugs dancing at walls | 1 - 2 rainbows at fall + upside-down rainbows | skybox change); Minotaur movement in the maze; bloody shadows
#### (5) Design Goal
The level aims to show off an oscillation between hospitality and hostility that characterises liminal aesthetics. Another rationale is to make a homage to David Lynch.
### Level Map
| *Exteriors* | *Interiors* |
| -------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------- |
| **Level Flow**<br>(Bubble Diagram)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/PLAYERFLOW_bubbleDiagram.png]] | **Maze** (I3B)<br><br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/I3B.png]] |
| **Draft** (E1)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/E1.png]] | **1st Floor** (I1)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/I1.png]] |
| **Top-down** (E2)<br>+Basement<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/E2.png]] | **2nd Floor** (I2)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/I2.png]] |
| **Side** (E3)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/E3.png]] | **3rd Floor** (I3A)<br>![[ATTACHMENTS/MAPS/TwinPeaks_HotelLounge/I3A.png]] |
## Appendix
**American Weird**
- On "*American Weird*" style see Serada (2021). ”Will Kentucky Route Zero Take You to Twin Peaks? Tracing the Narrative of the American Weird”. WiderScreen 24 (1-2). [LINK](http://widerscreen.fi/numerot/2021-1-2/will-kentucky-route-zero-take-you-to-twin-peaks-tracing-the-narrative-of-the-american-weird/)
- For more *American Weird*, see my [[DATA_W1_PacificDriveAnalysis|data analysis of Pacific Drive]] ([LINK](https://nepobjedivi.website/DATA_W1_PacificDriveAnalysis)).
- An infinite hotel at Backrooms' Level 5 ([LINK](https://backrooms-wiki.wikidot.com/level-5))
- "Overlook" Hotel (Shining, 1980)
**Games**
- [Twin Peaks Demo](https://blueroseteam.itch.io/twin-peaks-into-the-night). And a [YouTube review](https://www.youtube.com/watch?v=VbQSINRkBmA&ab_channel=DungeonChill) on it.
- [Deadly Premonition (2013)](https://store.steampowered.com/app/247660/Deadly_Premonition_The_Directors_Cut/) (an early take on Twin Peaks aesthetic in games)
- [Still Ridge (TBA, 2025?)](https://store.steampowered.com/app/1668350/Still_Ridge__A_Supernatural_Adventure_Game/)
- [Lake Haven (2023)](https://store.steampowered.com/app/1696960/Lake_Haven__Chrysalis/)
**Other Resources**
- Twin Peaks Maps (official and fan-made, [LINK](https://welcometotwinpeaks.com/locations/twin-peaks-maps/))
- "Vacant Peaks" blog ([LINK](https://twinpeaksblog.com/2018/05/10/vacant-peaks-the-great-northern-hotel-part-1/)). A TV-series environments break-down, clip by clip (a perfect ref finding)
- Real locations where Twin Peaks was filmed: [[ATTACHMENTS/TwinPeak_realLocations.png|reddit screenshot]]
**Archived ideations**:
- ~~Jan Svankmajer~~ - [Luncay](https://www.imdb.com/title/tt0407236/)
- ~~Václav Mergl~~ - [Crabs, YouTube](https://www.youtube.com/watch?v=igROsVAk7fY&ab_channel=FILMYČESKYASLOVENSKY)
## Asset Credits
- *Textures* (from AmbientCG):
- [Grass](https://ambientcg.com/view?id=Ground003)
- [Frieze asphalt](https://ambientcg.com/view?id=Asphalt025C)
- [Road asphalt](https://ambientcg.com/view?id=Asphalt019)
- [Brick walls](https://ambientcg.com/view?id=Bricks082C)
- [Roof tiles](https://ambientcg.com/view?id=RoofingTiles015A)
- [Rock](https://ambientcg.com/view?id=Rocks001)
- [Wooden floor](https://ambientcg.com/view?id=Planks037B)
- [Light wooden walls](https://ambientcg.com/view?id=Planks003)
- [Wooden pillars](https://ambientcg.com/view?id=Bark008)
- [Wooden tables](https://ambientcg.com/view?id=Wood025)
- [Wooden chairs](https://ambientcg.com/view?id=Wood013)
- [Red wooden walls2](https://ambientcg.com/view?id=Wood008)
- [Fabric 1 (sofas)](https://ambientcg.com/view?id=Fabric050)
- [Fabric 2 (sofas)](https://ambientcg.com/view?id=Fabric051)
- [Fabric Yellow (sofas)](https://ambientcg.com/view?id=Fabric025)
- [Fabric Blue (beds)](https://ambientcg.com/view?id=Fabric069)
- [Zigzag marble floor](https://ambientcg.com/view?id=Tiles082)
- [Gold (Yellow Submarine)](https://ambientcg.com/view?id=Metal034)
- *Skybox*:
- [Merl Ackerman](https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-sky-skybox-set-146014)
- *Mannequin Mesh & Animations* (from Mixamo)
- [Mannequin](https://www.mixamo.com/#/?page=1&query=&type=Character)
## Instruction
### Instruction - Level Design
- [-] **Interior**: Exterior, Hall, Lounge, Restaurant, Smoke Room, Basement, The maze (isometric perspective), Hotel room 309 (the goal)
- [-] **Exterior**: Environment, Skybox
- [-] **Elements**
- *Modular assets*: Furniture (chairs, tables, sofas, ashtray), ashtray, windows, doors
- *Meshes*: Flowers, Succulents, Insects
- [-] **Effects**
- *Animations*: Animated lights (blinking on 2nd floor, a cue to Smoke Room), Animated avatar and Minotaur, Submarine
- *Particle* effects: Mist, Cigarette in the Smoke room
### Instruction - Functionality
- *Game Elements*
- [[Avatar-Player Controller @ CSharp|Avatar]] (*[[Dolls - Куклы|Mannequin]]*) with *animations*:
- [-] Idle
- [-] Walk
- [-] Wave (To call taxi at spawn point)
- [-] Press button (in the elevator)
- [[Enemies & EnemyControllers @ Unity|Enemy]] (Minotaur) with *animations*:
- [-] Idle
- [-] Run
- [-] Attack (Running jump)
- [-] *Behaviour*: Chase, (if Theseus moves) Wait (if Theseus stops), Attack (if Theseus withing reach).
- [-] *Passive hazard*: mist. Takes life gradually (HUD)
- [-] 3D meshes (flowers, succulents, insects)
- [-] End-goal (Room 305)
- *UI*
- [-] Starting Menu screen
- [-] Game screen
- [-] Game Over screen
- [-] HUD (vitality)