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A QUICK STOP
A CUSTOM DOOM LEVEL

roles and responsibilities

Level Design

Developer(s): Myself​

Team Size: 1

Tool(s): UltimateDoomBuilder, MIRO

DOOM Mod Thumbnail.png

OVERVIEW

The Doom Slayer is ready to head back to Earth but somewhere on the moon a signal is picked up, better dead than breathing.

 

Focused on creating an old fashioned DOOM level, the goal was to explore and study what goes into designing a level for a game with fast and action heavy gameplay.

 

I used this level as an opportunity to use tools such as MIRO and documentation to  develop higher-level process work. Created as a semester-long design project during my 3rd year at Sheridan College.

VIDEO

LEVEL DESIGN DOCUMENT

The primary tool at my disposal was my LDD, with a hard focus on creating and understanding a higher level of process work the LDD lead towards a polished execution of level design. 

The end result was a success in furthering my understanding of both process work and critical design thinking. The LDD stands as a testament of my own design skills and willingness to learn.

action CHANGES

To ensure the changes I was doing between writing in the LDD and level development in engine was consistent I used Action Items documents.

 

Action Items documents served as weekly reports to collect and compare any in-engine changes that did not directly fit within the LDD's due to a number of variables.   

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