What We Can Learn From DOOM | Game Maker's Toolkit


20 years on, and id Software’s demonic first person shooter Doom remains massively influential. But can modern designers still learn lessons from this ancient, archetypal game?

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Recommended reading / viewing:

GDC Vault: “Meaningful Choice in Game Level Design, Matthias Worch”

GDC Vault: “Orthogonal Unit Design, Harvey Smith”

Vector Poem: “Lessons from Doom”

Gamasutra: “Monsters from the Id: The Making of Doom”

RetroAhoy: “Doom”

Games shown in this episode (in order of appearance):

DOOM (id Software, 1993)
DoDonPachi (Cave, 1997)
Halo: Combat Evolved (Bungie, 2001)
Half-Life 2 (Valve Corporation, 2004)

Music used in this episode:

Out of the Game (Tharsis, Atomnation)
Rooftop Paradise (Tharsis, Atomnation)
Half Age (Tharsis, Atomnation)
Epiphany Fields (Oxenfree, scntfc)
Towehee Grove (Oxenfree, scntfc)

Other credits:

Bethesda Softworks: “DOOM: Bethesda E3 Showcase Gameplay Reveal”

The Doom Wiki

The Spriters Resource

Old Doom Music and Sounds

Nguồn: https://chilmingtongreen.org/

Xem thêm bài viết khác: https://chilmingtongreen.org/game/


  1. I don't think that is a good idea in fact. Well, having iconic enemies may be good for the game's image and "intentionality" talking about the player's actions, but in reality, imagine having a complex well worked game like the current Doom and having only a couple of enemies? Everyone would complain about that, saying things like "this game doesn't have much variety of enemies…".

  2. (I know I'm late lol)
    Even though it's multiplayer so it doesn't really fit here, I think that Team Fortress 2 could've been mentioned as well, since this topic of orthogonical smthsmh is basically what makes it a great game – you see a mercenary, you recognise their class and what it can do and what its maximum health can be, you see the weapon they're holding and recognise what that can do and what you have to do to counter it. Not even speaking about other factors like particles (from overheal, when you have to multiply their health by 1.5, I believe), behaviour (guessing their amount of health, based on their actions) etc. It's very complex, but so rewarding if you put in the time and effort to learn and improve.

  3. It’s so funny to see how down on Doom 2016 was before it came out. It seems like everyone thought it would be mediocre at best.

    Watching people’s surprise at it being really damn good in 2016 always makes me smile.

  4. I want to thank you here for making this video. I made a DOOM inspired game this past weekend for a gamejam and it helped me immensely. I have a video of it on my channel if you're interested. Thank you Mark!

  5. I feel like CoD zombies worked because of this too. The differentiating zombies made for such a dynamic gameplay and really set the bar for what it feels like to have fun learning and dancing in a shooter.

  6. Realism sucked the fun out of games as more and more games try to be ultra real war games, you can't drop demons there and melee enemies make no sense.

  7. Great analysis! I've learned so much about game and level design just by watching your videos for an hour today!

  8. Doom is literally a game every game maker should study. It does so many things so well – the music, the lighting that creates a sense of tension, different enemy types and non-linear level design. No wonder all of us ancient gamers keep coming back to it even after all these years.

  9. Even the boss monsters such as the cyberdemon and the spider mastermind play into this orthogonal design as well


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