Doom Eternal


Summary

Doom Eternal was a genre-defining FPS that mixed fast-paced action with tactical assessment and precision. For the duration of the main game I worked as VFX artist. My focus was creating gameplay FX for weapons and AI as well as setup and asset integration for the dynamic gore. It wasn’t until the start of the DLCs that I began my transition from VFX to Technical Design. I picked up a fully scripted boss fight as well some support for cinematic integrations.


The Trials of Maligog boss fight was my first introduction to, at the time, idTech’s new visual scripting and quickly realized its limitations. The entirety of the box eye enemies are scripted by hand with no use of states. They are instanced prefabs composing of animated meshes, VFX, sound, and internal logic that were setup to communicate with the logic and encounter with in the level.

The eyes were given a series of positions that the logic was aware if a spot was occupied by another prefab or another prefab was moving. This helped avoid visual errors where multiple prefabs were intersecting with each other. The prefabs also were able to track and shoot the player as well as drop from the air when enough damage was given and turn into a punch block that was aimed towards the center console.

The whole experience pushed me to work fast, adapt, and iterate within a truncated timeline. I learned so much within a short amount of time that I was able to help inform the direction of the scripting tools for the next project.