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).


Starting out as a Design Intern at ID SOFTWARE and promoted to Associate Designer, 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++).


DOOM 4: Single-Player

In the early prototype stages of 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 responsible for scripting events and clipping the environment across 6 levels, as well as scripting a core gameplay system used throughout single-player:

A Single-Player Level

– 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

Another Single-Player Level

– edited the entire layout for audio clipping

4 Other Single-Player Levels

– updated assorted scripted events & gameplay systems that became deprecated

Core Gameplay Systems

– implemented a handler for a particle effect