GDC: The Combat Mechanics of DOOM
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Doesn't they say the same thing about photography when it was emerging? ;)

Agreed. This is just depressing and is a detriment to society. If this keeps advancing at its current rate, good art will be so trivial to generate that it won't be special anymore. Art will slowly morph into a banal distraction, with creating an original piece being as easy as applying an Instagram filter. The role of the human artist will change from a craftsperson to someone who picks a bunch of parameters, gives it to the AI, and chooses the best output. This type of technology is a threat to the very existence of art as a craft, will completely devalue artwork, and will make the journey of training to become an artist obsolete. I hate these researchers for what they're doing to a field that I love.

I disagree. There will always be demand for real artists. Like any other digital software, this is just a tool with the possibility to help artists create compelling worlds faster and add realism that would otherwise have taken days to make using other methods. As a 3D character artist, I would love to use this to create quick backdrops to place my characters in to enhance final renders.

GDC: The Combat Mechanics of DOOM
4 June, 2018
News

The latest DOOM was a game that managed to successfully mix an old-school vibe with modern AAA mechanics. How did the team do that? How did they set up a combat system that made every game level tense and enjoyable? Let’s check out a session from GDC18 with id Software’s Kurt Loudy & Jake Campbel discussing the decisions behind the DOOM’s combat design. The designers have also shown a way you use these mechanics in other games. 

In this 2018 GDC session, id Software’s Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016’s DOOM and its implementation, and discuss the possibility for its inclusion in multiple genres.

GDC 

Make sure to check out other GDC videos here

Source: YouTube

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