Coelacanth: Lessons from Doom

March 4th, 2010 by Joel Haddock

Bioshock 2‘s lead level designer JP LeBreton, in conjunction with his release of Arcadia Demake, takes a fascinating look at how the design of Doom contrasts with more modern design of FPSes.

When you play Doom today, it doesn’t feel much like you’re controlling a human or moving through real spaces. Try this though: press the TAB key, type IDDT twice and pretend you’re playing Geometry Wars, and the moving triangles are your enemies. This is what Doom’s designers were working from in 1993 – back then, the idea of a first person shooter was barely established, and their closest models for many mechanics were from 2D shooters like Robotron, Berserk and Tempest. This approach echoes throughout Doom’s design.

I’d suggest giving it a read.

Share

Leave a Reply