Published On Jan 26, 2016
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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?
Recommended reading / viewing:
GDC Vault: "Meaningful Choice in Game Level Design, Matthias Worch"
   • Meaningful Choice in Game Level Design Â
GDC Vault: "Orthogonal Unit Design, Harvey Smith"
http://www.gdcvault.com/play/1022697/...
Vector Poem: "Lessons from Doom"
http://vectorpoem.com/news/?p=74
Gamasutra: "Monsters from the Id: The Making of Doom"
http://www.gamasutra.com/view/feature...
RetroAhoy: "Doom"
   • RetroAhoy: Doom Â
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"
   • DOOM: Bethesda E3 Showcase Gameplay R... Â
The Doom Wiki
http://doomwiki.org/wiki/Entryway
The Spriters Resource
http://www.spriters-resource.com/pc_c...
Old Doom Music and Sounds
http://www.wolfensteingoodies.com/arc...
Contribute translated subtitles - https://amara.org/v/C3BFf/