DOOM: BLACKSITE

PROJECT DESCRIPTION

MY RESPONSIBILITIES​

  • Theme conception and feature planning.

  • Paper level concept - to photoshop - to editor implementation.

  • Responsible for handling enemy balancing and progression through all sections of the level.

UNIVERSE

A superhuman UAC soldier has been caught by demons and is left in a hell cage half-dead. He must gain back his powers, weapons, and find a way to escape back to Earth.

 

On entering the Mars Facility, he accesses the AI VEGA, and with the AI’s help he finds a way to teleport back to Earth. He explores the facility to find the 2 cores required to bring the teleportation chamber online. On doing this, VEGA explains that he need access to open the chamber doors.

 

A technician who was part of the player character’s unit has the access. So he must travel back into hell to find the technician and bring back his arm. Meanwhile now that the soldier is fully equipped with weapons, he can also battle the Baron of Hell and his minions that had locked him up!​

WHAT MAKES THE PROJECT UNIQUE?

  • Character progression.

  • Atmosphere, premise, and aesthetics.

  • Interesting gameplay flow.

GAME SCREENSHOTS

MAP TAG: NC8GPCZ9

 
ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
TEAM MEMBERS                
DURATION
CALENDER
Level Design
Survival, FPS
First Person
Singleplayer
Doom SnapMap Editor
PC
5             
5 Days
2017 January

Doom: Blacksite is an survival FPS level made in SnapMap editor, where the player roleplays a superhuman UAC soldier who is on a quest to escape from hell.

 

The project was made as part of an 'intensive week' session in our university. The level was published in Steam on February 3rd 2017.

MY EXPERIENCE

DEPENDENCIES

Level Design

Game Balance

Documentation

TOOLS

SnapMap Editor

PowerPoint

Photoshop

A team level design project is always challenging than a solo one. Everyone’s opinions and design philosophies must be merged together to progress in a unified direction.

 

We all knew what must be done, and all of us followed on a unified vision throughout the development phase of the game.

We divided the level into segments, and managed the segments by looking at new elements being introduced. I was responsible for the last level, the boss fight segment of the game, and I was also

working closely with the others to manage the difficulty and the progression curve while building my own segment as well.

My segment work began from paper prototyping, to in-engine editing, to final phase of the development. And at the end, I was responsible for creating a clear flow for all the segments of the level as well.

PERSONAL COMMENTS

WHAT WENT RIGHT?

  • We all maintained unified vision throughout the development process of the level.

  • Made around 8 sections which provided 15-30 minutes of gameplay.

  • Had a pretty good work flow between all members working on the prototype.

  • Efficient time management between different team members was maintained for the betterment of the project.

WHAT TO IMPROVE?

  • Theme was a bit far fetched from core philosophies of Doom.

  • We had issues in maintaining good lightning flow to guide the player across all level sections.

  • More work could have been done to better provide level objective affordances.

PORTFOLIO REJECT - LARA CROFT GO: KING COBRA CAVE
Lara in one of her adventures came across a mysterious cave which once forever changed her life. This cave was filled with poisonous snakes and dangerous traps. But most of all, hidden inside this cave contained a treasure which held eternal power which could drastically affect the world if tampered with.