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DOOM: BLACKSITE

PROJECT DESCRIPTION

MY RESPONSIBILITIES​

  • Theme conception and feature planning.

  • Paper level concept 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 left inside 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.

WHAT MAKES THE PROJECT UNIQUE?

  • Character progression.

  • Atmosphere, premise, and aesthetics.

  • Interesting gameplay flow.

GAME SCREENSHOTS

MAP TAG: NC8GPCZ9

MAP TAG
ROLE
TAGS                     
VIEW                       
PLAYERS                   
ENGINE                   
PLATFORM    
TEAM MEMBERS                
DURATION
CALENDER
Level Design
Survival, FPS
3D, First Person
Singleplayer
Doom SnapMap Editor
PC
5             
5 Days

2017 January

Doom: Blacksite is a survival FPS level made in the 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' at our university.

The level was published on 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 more complicated and challenging than a solo one. Everyone’s opinions and design philosophies must be merged together in a unified direction.

 

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

 

We divided the level into segments. I was responsible for my level segment, the boss fight section of the game - and I was also working closely with the others to manage the difficulty and the progression curve for a cohesive gameplay experience. 

Blacksite.PNG

My segment work began with paper prototyping, in-engine editing, to the 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 level.

WHAT TO IMPROVE?

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

  • We had issues maintaining lighting to guide the player across all level sections.

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

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

Let's Connect!

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