OVERVIEW

DOOM 4 was a science-fiction themed first-person shooter about fighting an invasion by demonic forces. Developed by ID SOFTWARE, DOOM 4 was in development for Xbox 360, PlayStation 3 and PC. Although unreleased in its original form, DOOM 4 pivoted its creative direction and would go on to become DOOM (2016).

ROLE

Starting out as a Design Intern and promoted to an Associate Designer at ID SOFTWARE, I scripted levels and gameplay systems in the single-player story mode of DOOM 4 as well as supporting content for its development process. While on the job for DOOM 4, I had to be self-sufficient in learning the development tools of the id Tech 5 game engine, including id Studio (ID SOFTWARE’s proprietary version of the Radiant level editor) and Superscript (their proprietary scripting language with strict data types and syntax which emulates C++).

RESPONSIBILITIES

DOOM 4: Single Player

During the development process, the single-player mode of DOOM 4 contained several levels with scripted events such as objectives, “cinematic” set pieces and combat encounters. I was either partially or fully responsible for scripting some events and gameplay systems as well as clipping some of the environment across 6 levels, and scripting a core gameplay system used throughout single player:

1 Level in Single Player

– implemented the “cinematic” set piece for the level intro
– edited a section of the layout for player clipping
– edited the entire layout for audio clipping

1 Level in Single Player

– edited the entire layout for audio clipping

4 Levels in Single Player

– updated assorted scripted events & gameplay systems that became deprecated

Core Gameplay Systems in Single Player

– implemented a handler for a particle effect


Supporting Content for DOOM 4’s Development Process

I was fully responsible for designing, editing, and scripting a few tutorial and module levels outside of the actual game in support of its development process:

Tutorial Level for User Testing

– designed and edited the layout
– designed and implemented objectives

Module Levels for Tools Documentation

– designed and edited the layout
– integrated various examples of AI and animation scripting
– wrote the associated tools documentation on the wiki