Enemy design from Doom Eternal's game director



Stumbled on this video from a couple months back just now. This guy has a great perspective on how to make enemies for a great game. He’s treating them like pieces in chess and focusing not just on the challenge of the enemies, but the engagement players have. This immediately reminded me of how ICRPG does a lot of its enemies and I figured you homebrew guys might get some inspiration from how he runs things (and might even inspire someone to run a doom campaign).


I’m about halfway through this and it’s great. Thanks for posting!


Wow! What an amazing take on FPS games. These designers are really pushing that medium, and a lot of their thinking is portable to ICRPG. You can tell this presenter is neck-deep in gaming theory, and what he talks about in the video is just the tip of the iceberg.