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Empower
Growth

DOOM: The Dark Ages

AAA FPS Action Game

id Software | Technical Designer

Responsible for designing, prototyping, and iterating on visual-scripted gameplay features, including level logic, puzzle mechanics, enemy behaviors, and map transitions.

Worked in proprietary game engine (idTech 8) and helped develop visual scripting tools based on Unreal Engine Blueprints.

* Not everything in trailer represents my work

Technical Design Process

Landing Zone Transition

A gameplay class to move the player quickly between the mounted "dragon" sections of a level to the on-foot "slayer" sections. The class functions by locking the player in a dive animation while streaming level data for the upcoming segment.

 

My responsibility was to organize assets and FX emitters into a placeable class, and implement game logic according to the following Order of Operations:

  1. ​Lock player controls

  2. Orbit and begin dive animation

  3. Load in upcoming "Slayer" level segment

  4. Trigger FX on impact

  5. Fade camera

  6. Teleport player 

  7. Unfade camera

  8. Play dismount animation

  9. Raise weapons and return player control

Patrolling Hellship

An enemy ship that moves along a set path at dynamic speed. Its speed increases to match the player when in a close enough range, and slows to be more easily found at a distance.

My work involved implementing game logic for the ship's behavior, including navigation on a set path, dynamic speed adjustment, and damage response/loot dropping.

Boss Attacks

My work involved implementing projectile and damaging effects for enemy bosses, such as this prestige 

©2021 by Hyrum Gunther. Created with Wix.com

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