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PROJECT DESCRIPTION

“Doom 2016” is an action FPS game, where the player roleplays a superhuman (the doom guy) who is on quest to escape from hell! The project was made as part of an Intensive Week in our University. The level was published in steam on February 3rd 2017.

UNIVERSE

UAC soldier has been caught by demons and is left in a cage in hell. He must find a way to escape back to Earth. On entering the Mars Facility, he accesses the AI VEGA.

 

With the AI’s help he finds a way to power the teleport back to Earth. He explores the facility to find the 2 cores required to bring the teleport chamber online. On doing this, VEGA explains that he need access to open the doors.

 

A technician which was part of the player character’s unit has this access. So, he must travel back into hell to find the technician and bring back their arm. Now armed with weapons he can 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

IN-GAME SCREENSHOTS

DOOM 2016 : BLACKSITE

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 knew what must be done. And all our team members 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 working closely with the others to manage the difficulty and the progression curve while building my own segment. 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 game.

Tools

Word

Photoshop

MY EXPERIENCE

Level Design, and Documentation.

+ POINTS

   Unified vision

   Time management

   Work distribution

   Gameplay flow

- POINTS

 

   Lighting issues

   Objective clarity