Level-crossings are dangerous. In the UK alone, some 6,000 crossings exist, and accidents are frequent. This is partly due to a misunderstanding of crossing etiquette, with many people unaware of how to act at the various different types of crossing. With Level-Headed, I attempted to solve this problem, by allowing the player to sit behind the wheel of a virtual car and safely learn about the potential dangers of level crossings. This prototype only contained one type of level crossing, the commonly seen Automatic Half-Barrier, or AHB, but an expanded game would represent multiple crossing types, allowing players to learn the differences between them and showing them how to act appropriately in various scenarios.
If you would like to play Level-Headed, please click here.
Although Level-Headed was never intended for public release, the message of the game is one about which I am very passionate, and as such I wanted to make the experience of navigating a level crossing as accurate as possible. The lights flash for several seconds before the gates begin to close, and the dense housing around the crossing means that the player cannot see the train approach. The crossing itself was entirely modeled and scripted by me, to a high degree of accuracy.
To cross successfully, the player is made to wait patiently for the train to pass, as would be expected in reality. Crossing before the gates close, or attempting to swerve around them may result in a collision, at which point the game will end, and the player will be shown important statistics regarding incidents at level crossings.
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