~/talk

The Creative Path to Doom Eternal

Talkat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [creative-coding]
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Development claims that Doom Eternal is "twice as big" and fixes Doom 2016 exploits by forcing weapon switching, weak‑point removal and resource management into a tighter combat loop. The team uses streamed play and full playthroughs to spot exploits (the pistol run) and iterates until tools encourage the fun zone. New toys like the meat hook and dash initially meat hook broke the game but get tuned; the marauder becomes a gatekeeper that teaches the kill equation and rewards mastery.

AI-written summary · about

  1. 0:00Start
  2. 0:39Hugo Martin
  3. 3:39Development Cycle Hellish or Heavenly
  4. 8:11Biggest Learnings from Doom 2016
  5. 19:20Weapon Switching
  6. 20:33Frustration Bumpers
  7. 23:51Movement
  8. 24:57Weak Points
  9. 28:30The Marauder
  10. 30:37User Feedback
  11. 32:24Prioritizing Demons
  12. 36:31Marauder
  13. 45:30Engagement
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