DOOOOOM: The Zooultimate Experience

Honestly, when I started drafting my level for DOOM, I was aiming for something like this. As I started actually putting this into practice, however, I realized how non-linear this zoo compared to levels in a video game and adapted to a more purposeful placement of my monster “exhibits.” The lesson for me here is that concept is key until it interferes with your purpose. My concept was to make a zoo in DOOM, but my purpose was to make a level that fit into the style of the game and also to contain a background narrative structure.

Making this level resulted in more than just a fun experience for a class assignment. It reaffirmed my own goals as a designer. I want to tell stories through aesthetics, to challenge the player through design elements that reward the determined. And maybe I fell short. I definitely did not spend the right amount of time walking through the space, ensuring a balance between empty and filled. But the best part is that this is the first time, and I already have ideas for improvement and future developments. As a result of this, I am now looking into level editors for other games and trying to work with their assets.

This is a much less conceptual blog than I usually write, and I came into this week wanting to talk about concrete design and how I went about making my level. Instead, I can’t help but express how excited I am to be doing what I want to do. Sometimes, I feel like I need to be forced to sit down and create something to get my mind flowing, and this week gave me that opportunity. I can’t wait to do even more.

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