A QUICK STOP
A CUSTOM DOOM LEVEL
roles and responsibilities
Level Design
Developer(s): Myself
Team Size: 1
Tool(s): UltimateDoomBuilder, MIRO

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.