Encounter Design - Doom (2016)
A onboarding level for Doom 2016 encounter and level design practice
Encounter Design - Doom (2016)
TL;DR — A one-month Doom 2016 onboarding level built in the Snap Editor (~65 hours), using a Transition-Arena-Transition rhythm plus pickups, lighting, color, and guidelines to pace combat and steer players through the space. Post-mortem flags pickup clipping, FX-driven framerate loss, and too many line-of-sight blockers breaking AI navigation.
This project is an archived student project, the content here is considered obsolete.
Trailer
Details Breakdown
- Engine: Snap Editor (Doom 2016)
- Duration: 2018/9 - 2018/10 (1 month)
- Total: Work: ~65 hrs
Level Layout
Post-Mortem
What Went Well
- The encounter design successfully guides players to roam around the level in an interesting way
- The interactable environment is a good touch
- Reuse part of level but in another direction to make the different gameplay experience
- Use pickup, lighting, color, guidelines to guide players
- Transition – Arena – Transition – Arena – Transition -… Layout to help to control the game pace
What Went Wrong
- The pickups have precision issues, where they sometimes clipping into construction at run-time
- Too many FXs, results in framerate loss sometimes
- Too many LoS blockers, results in AI sometimes unable to navigate properly
What I Learnt
- Encounter Design can help control the game’s pace
- Encounters need to guide players to roam the level in an interesting way
- The scarce and variance of pickups should be increased to push the emotional curve to the peak
Cite this post
Jayden Zhang. “Encounter Design - Doom (2016).” Jayden Zhang’s Blog, December 7, 2019. https://www.jaydengames.com/posts/encounter-design/
BibTeX
@misc{encounter-design2019,
author = {Jayden Zhang},
title = {Encounter Design - Doom (2016)},
year = {2019},
url = {https://www.jaydengames.com/posts/encounter-design/},
note = {Jayden Zhang’s Blog}
}
This post is licensed under
CC BY 4.0
by the author.














