PROJECT 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 Reboot).

MY POSITION

As an Associate Designer at ID SOFTWARE, I scripted levels and gameplay systems in the single-player story mode of DOOM 4. 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++).

MY RESPONSIBILITIES

During the development process, the single-player mode of DOOM 4 contained several levels, each with mission objectives and scripted events such as cinematic set pieces. I was responsible for various scripted functionality across 6 of those levels and some gameplay systems:

1 Level – unreleased

– implemented cinematic set piece event for level intro
– edited section for player collision & AI navigation clipping
– edited entire layout for audio clipping

1 Level – unreleased

– edited entire layout for audio clipping

4 Levels – unreleased

– maintained scripted events and gameplay systems

Gameplay Systems

– implemented handler for an oscillating particle effect


I was also responsible for a few tutorial and module levels:

Tutorial Level for User Testing

– designed and edited level layout
– integrated player objectives

Module Levels for Tools Documentation

– designed and edited level layout
– integrated examples of AI, animation, and objective scripting
– wrote tools documentation on wiki