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What We Can Learn From DOOM

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20 years on, and id Software's demonic first person shooter Doom remains massively influential. But can modern designers still learn lessons from this ancient, archetypal game?

Recommended reading / viewing:

GDC Vault: "Meaningful Choice in Game Level Design, Matthias Worch"
   • Meaningful Choice in Game Level Design  

GDC Vault: "Orthogonal Unit Design, Harvey Smith"
http://www.gdcvault.com/play/1022697/...

Vector Poem: "Lessons from Doom"
http://vectorpoem.com/news/?p=74

Gamasutra: "Monsters from the Id: The Making of Doom"
http://www.gamasutra.com/view/feature...

RetroAhoy: "Doom"
   • RetroAhoy: Doom  

Games shown in this episode (in order of appearance):

DOOM (id Software, 1993)
DoDonPachi (Cave, 1997)
Halo: Combat Evolved (Bungie, 2001)
HalfLife 2 (Valve Corporation, 2004)

Music used in this episode:

Out of the Game (Tharsis, Atomnation)
Rooftop Paradise (Tharsis, Atomnation)
Half Age (Tharsis, Atomnation)
Epiphany Fields (Oxenfree, scntfc)
Towehee Grove (Oxenfree, scntfc)

Other credits:

Bethesda Softworks: "DOOM: Bethesda E3 Showcase Gameplay Reveal"
   • DOOM: Bethesda E3 Showcase Gameplay R...  

The Doom Wiki
http://doomwiki.org/wiki/Entryway

The Spriters Resource
http://www.spritersresource.com/pc_c...

Old Doom Music and Sounds
http://www.wolfensteingoodies.com/arc...

Contribute translated subtitles https://amara.org/v/C3BFf/

posted by kassad86di