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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.
Make sure to check out other GDC videos here.