Combat Designer
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  • Role: Multiplayer Designer
  • Product Owner/Sole Designer for 5 game modes and 3 maps:
    • Game Modes -​ Sector, Possession, Bloodrush, Deathmatch, Infernal Run
    • Maps - Offering, Orbital



 GAME MODES


// SECTOR

SECTOR is an adrenaline-fueled mode where teams fight over control of 2 zones. When a team secures a zone, they must then defend it for 15 seconds in order to extract it and score a match point. However, a zone's extraction timer will pause if an enemy is inside its borders. If the enemy retakes control of a friendly zone, its 15 second timer resets, and they become the defenders. Once a zone extracts, it disappears, and a new zone spawns at a different location on the map. First team to 7 points wins!
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Key Features
  • 12 players (6v6)
  • Always keeps players moving (Doom's core combat goal)
  • Brings combat to all areas of the map

Personal Responsibilities​
  • Owned and designed mode in proprietary engine
  • Worked w/ engineering to rapidly prototype multiple designs
  • Collaborated w/ art team to drive the visual direction of the Sector zone's shader and unique animation states

// POSSESSION

POSSESSION is a mode where humans fight to survive against an ever-increasing horde of demon players. Each round starts with two humans selected to be initial demons. During these first few seconds, the other humans have no idea who they can trust and who is about to turn. After these initial demons transform, any human killed will turn into a demon for the duration of the round.

Humans gain survival points every second they stay alive, and receive a massive score bonus if they survive an entire round (2 min). Ammo is also extremely scarce, so humans are forced to leave safety in order to refill their depleted weapons. However, the last human standing is given a monstrous buff - gaining unlimited ammo, and a huge boost to their movement speed, reload speed, and damage output!
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Key Features
  • 10 player (free-for-all scoring)
  • New demon class
  • First Doom mode to support multiple demons
  • Custom horror soundtrack that builds and adds new layers as additional humans become possessed
Personal Responsibilities​
  • Designed/balanced the new playable possessed demon class
  • Re-balanced every multiplayer weapon for the mode's unique mechanics (damage, ammo count, etc.)
  • Balanced humans vs. demons to ensure the desired win ratio

// BLOODRUSH

BLOODRUSH is a hardcore free-for-all mode where players kill enemies to gain energy for respawning. Each player has a respawn energy meter at the bottom of their HUD that is constantly draining. Only kills and assists refill a portion of this bar, while dying drains it even more. If a player dies when their energy meter is completely empty, they are eliminated for the duration of the round. As more players are eliminated, the energy meters' global drain rate increases - making fast kills even more imperative than before.  Rounds end when only one player remains.

Match points are given at the end of each round and are based off your elimination placement: 
  • 1st place = 12 points  |  2nd place = 10 points  |  ...  |  10th place = 1 point

The player with the highest total points at the end of 3 rounds, wins the match!
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Key Features
  • 10 player (free-for-all)
  • Always keeps players moving (DOOM's core combat goal)
  • Brings combat to all areas of the map

Personal Responsibilities​
  • Worked w/ engineering to rapidly prototype multiple designs
  • Designed/balanced energy drain mechanic
  • Designed new in-game scoreboard UI screens to be used in every free-for-all round-based mode

// DEATHMATCH

DEATHMATCH is classic free-for-all mayhem, first made famous by the original Doom. 10 players face off against one another for ultimate bragging rights - the first to 25 kills wins!

Although Deathmatch is a staple in shooters, Doom's multiplayer was built from the ground up for team-based gameplay. Before we could get Deathmatch playable, we had to rebuild much of how Doom handled its combat. In addition to gameplay redesigns, I created all new UI designs for free-for-all player HUD elements, menu and lobby screens, pre-match and post-match sequences, and scoreboard screens. 
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Key Features
  • 10 player, free-for-all combat
  • First mode where players play as their fully customized characters (armor sets, color, etc.)

Personal Responsibilities​
  • Worked with engineering to convert Doom's team-based combat to support free-for-all gameplay
  • Designed new free-for-all UI elements (in-game HUD, menu screens, etc.)
  • Re-balanced Team Deathmatch power weapon/power up timings, score settings, etc. for free-for-all
  • Redesigned the player spawning system to work in free-for-all modes (previously only supported 2 teams)

// INFERNAL RUN

INFERNAL RUN is a fast-paced mode where two teams fight over possession of a neutral ball (a demonic eyeball to be precise). Teams must defend their goal, while trying to score on the enemy's. Players score by throwing or running the ball into the goal. Teammates can also pass to eachother to setup exciting plays, but must avoid enemies intercepting them in the process.
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Key Features
  • 12 players (6v6)
  • Competitive sports-style game mode
  • At half-time teams switch sides to ensure balance
  • Focuses on encouraging and faciliating teamwork

Personal Responsibilities​
  • Established the metrics and process for game mode setup in maps
  • Designed/Implemented the game mode set up in every map in the game 
  • Worked with designers and engineers to refine gameplay mechanics
  • Hooked up game mode audio and vfx

MULTIPLAYER MAPS


// OFFERING

OFFERING takes place around an ancient temple built on a floating island in Hell. The temple was originally constructed by a demon-worshiping civilization, who utilized sacrificial rituals to draw upon Hell's energy. Though the forces of Hell long since claimed this land, remnants of the misguided civilization's dark practices can still be seen all across Offering.
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Design Goals

My entire goal with Offering was to deliver Doom's "quickest" map to date. I focused on getting Offering's time-to-combat extremely short, allowing players to enter into engagements seconds after respawning. To accomplish this, Offering's layout needed to be intuitive and relatively simple to new players, while still providing more experienced players high-skill methods of navigation. 

Level Highlights

  • 12 players (6v6)
  • Smallest Doom map at time of release
  • Quick, focused combat
  • Intense, vertical gameplay
  • Numerous areas designed for high-skill trick jumps
  • Excellent for objective-based modes, like Sector or Exodus (capture the flag)


// ORBITAL

ORBITAL is set on a mysterious robotic space station orbiting an uncharted planet in deep space. Players fight inside the station's multi-tiered core, or exit through shield doors to dare low gravity combat on the station's exterior hull.
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Design Goals

My goal with Orbital was to make the most vertical map in Doom by far. I drew inspiration from classic arena levels of previous shooters, and focused the map around a circular player flow (despite its asymmetry). The large interior core room is built like a corkscrew, allowing players to constantly flow up and down its 5 tiers without ever having to break their momentum. Orbital also utilizes numerous Quake-style jump pads and pushes Doom's unique platforming mechanics in ways no previous multiplayer level had. The low gravity section circles the station's exterior, providing players with quick flanking routes back into the interior arena.

Level Highlights

  • 12 players (6v6)
  • Most vertical map in Doom
  • Frenetic, multi-tiered combat
  • Advanced, high-skill platforming options
  • Low gravity combat outside the space station

Low Gravity

Until Orbital, Doom did not feature any low gravity gameplay. The untested nature of this mechanic presented huge challenges in the initial design. I was responsible for determining how low gravity would behave in Doom, as well as defining an entirely new set of gameplay metrics (jump height/distance, combat ranges, etc.). 

After numerous iterations, I found that players had the most fun when I left the map layout in low gravity relatively simple. This allowed players to focus on the awesome, sandbox nature of fighting in low gravity... and less on accidentally falling to their deaths.

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