Game Maker’s Toolkit – What We Can Learn From Doom

Game Maker’s Toolkit – What We Can Learn From Doom

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? Follow me on Twitter – Follow Game Maker’s Toolkit on Tumblr – Support Game Maker’s Toolkit on Patreon – Recommended reading / viewing: GDC Vault: “Meaningful Choice in Game Level Design, Matthias Worch” GDC Vault: “Orthogonal Unit Design, Harvey Smith” Vector Poem: “Lessons from Doom” Gamasutra: “Monsters from the Id: The Making of Doom” RetroAhoy: “Doom” Games shown in this episode (in order of appearance): Doom (id Software, 1993) DoDonPachi (Cave, 1997) Halo: Combat Evolved (Bungie, 2001) Half-Life 2 (Valve Corporation, 2004) Music used in this episode: 00:00 – Out of the Game (Tharsis, Atomnation) 01:24 – Rooftop Paradise (Tharsis, Atomnation) 02:46 – Half Age (Tharsis, Atomnation) 04:45 – Epiphany Fields (Oxenfree, scntfc) 07:15 – Towehee Grove (Oxenfree, scntfc) Other credits: Bethesda Softworks: “DOOM: Bethesda E3 Showcase Gameplay Reveal” The Doom Wiki The Spriters Resource Old Doom Music and Sounds


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