Anthony Di Giovanni Portfolio
context
Small Personnal project to learn a Ultimate doom builder and try something new with the editor with a 1 week deadline.
Release Date
22/03/2024
Platform
PC
Doom 2 - Temple
As I was working on a personal project, I first wondered what workflow I was going to use. Shortly afterwards, I discovered the videos of a level designer: Steve Lee. Thanks to his videos, I was able to use his workflow in this personal project using a first written version of the level : the "Skateboard first approach
We imagine we want to create a vehicle the top approach will make us focus on the product with his most ambitious form and we will try to make for the very start of the project
in step 1,2,3 it leads to : we don’t have a proper car to drive until the very end of the process ( stressful , low quality because no test)
bottom approach :
focus on the goal : deliver a vehicle : we have a working version of something we want to achieve from the very first step.

Text first
Doom 2 Level design
Goals
1 weekend to 1 week idk level design on doom 2 for a middle level with something to enhance it
Elements
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weapon
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pistol
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shotgun
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Gatling
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SuperShotgun
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Enemies
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zombie guy
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shotgun guy
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Pink demon
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Cyberdemon
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General Thinking [Optional]
Stairs with ennemies hidden inside ( surprise)
Constraint
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Use 2 corridors maximum
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big challenge at the end
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Use a big monster at the end in a different way
Gameplay beats
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Questions
Where can i place the green key ?
Sequence
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spawn in a room alone & unarmed w/ pistol ammo ?
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first enemy in a corridor , kill it with fists ?
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Gain pistol corridor with a locked (red) door
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L shape room with stairs
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big room with 2 levels few enemies inside
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get Red key
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spawn a large number of enemies (trap)
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unlock red door
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room with ennemies
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room with a lot of ammo & heal ?
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green locked door
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biggest room with 3 levels & large amount of enemies ?



Release Date
Ongoing
Platform
PC
My goal is to train myself to design an interesting solo level that benefits from a good rhythm.
