DOOOOOOOM: The Decoultimate Experience

(Apparently I never hit submit on this diary and thought I had, so my bad on that one)

This week’s DOOM experience involved not only map design, but sprite, enemy, and weapon design, along with the maintenance of a stylistic and aesthetic experience. Basically, this week was like taking everything we did from last week and and quadrupling the amount of thought and effort, but with the purpose of creating something equally as complex and rewarding. This week felt like a full design process, and in working on the final project and other comprehensive projects, I viewed this week as an opportunity to think about my approach to future work. If I eventually want to make my own games, even if I might be doing less of the art that this week involved, I still need to consider the factors that go into these methods of creation, namely sizing of objects, stationary versus movement aesthetics, and overall quality assurance.

Luckily for me, working within the medium of Radiohead art, I had a defined art style that made my usual qualms with drawing a bit more negligible. However, this week I tried to exude more confidence in my work despite its limitations and the time it took to do so little. Not to compare myself to others, but when also seeing how much effort people put into their presentations also gave me confidence. Critiquing my work alongside others’ work allows me to see what I need to improve in my own work that everyone did well, the culmination of which I will apply in my final project. Hopefully, what I have learned will come through, in addition to a few ideas I want to explore throughout the next few weeks on my own.

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