Doom Eternal It’s a gift that never stops giving. The first-person shooter launched in March 2020, just as the pandemic lockdown left everyone looking for something to do with their unexpected spare time. It provides a bit of cathartic release at a time when we need it most. Software Id development does not stop there. Since then, the game has received two DLC expansions and a slew of updates, giving players even more reasons to rip and tear.
That’s the climax of the game New next generation upgrade released, which gives players one more reason to revisit the shooter. Those who enjoyed the game on previous generation consoles can now see it in a whole new light – literally – thanks to ray tracing, enhanced graphics options and more.
I talked to Doom Eternal executive producer Marty Stratton and lead engine programmer Billy Khan on the creative process that came with upgrading the game for the new console. Both emphasize that technology and art must go hand in hand.
Balancing technology and art
For gamers who love to boost the game to the max, there’s a lot to get excited about Doom EternalNew update of. The game can run ray-tracing graphics at 1800p/60 fps (fps) on the new console. It can hit HDR 10 in any graphics mode, and hit 120 fps when played at 1800p on Xbox Series X. All of that is incredibly impressive, but Khan notes that the high settings aren’t enough to create the effect. out great experience.
“It doesn’t matter how good your technology is if it’s not driven by the art and design teams,” Khan told Digital Trends.
The intersection of art and technology was at the forefront of the conversation. For Doom Eternal team, making the move to the next generation isn’t about arbitrarily maxing out graphics; it’s about giving designers and artists more freedom to strengthen their creative vision.
“We felt the game looked great,” Khan said. “We just wanted to enhance the parts where the artists felt like they wanted to do something, but couldn’t. If you play the game, you may find the experience is now enhanced. You can look at the glass in Sam’s base or see a Mancubus around the corner. It’s not like we want to make a technological change and improve things; We always want to make sure what we’re doing makes sense to the players. “
It’s an important distinction for Stratton, who has worked with Id Software since 1997 and has watched the Doom series evolve from generation to generation. A lot has changed in that time, including the entire design philosophy of Id in pursuit of new technology.
“Design used to follow technology in the history going back to Id,” says Stratton. “I would say it’s a little more balanced now. Designers, artists, and technologists all elevate each other along the way. “
Among all the tech enhancements included in the new update, ray tracing is especially meaningful for the team. Rapidly evolving technology greatly improves in-game lighting effects, allowing for better reflections. It sounds like an instant change, but it opens up a whole world of potential for artists.
“Art is made for the possibilities we had before,” says Khan. “If you look at the ray tracing build, the artists have adjusted their assets to match the capabilities we have now. Ray tracing gives you more lighting options and the ability to reflect on surfaces that we couldn’t. When we talk to the artists, they say ‘there are some points in these levels where I have reduced it, but I want to go back and edit them!’ “
Start reviewing the lighting of the game that way already Doom EternalThe designers are thinking about what they could have done differently when building the original game.
“There are cases where combat designers say, ‘Oh my, if I had this first, I would have put this character in this position so I could see them in the reflection!’ . “That situational awareness is another level of skill we can have. Seeing those things evolve as we go further and having those technologies in place from the beginning will allow us to make the game even better. “
“I think you always feel like you can do something different with new technology, whether it’s faster load times or ray tracing,” says Stratton. “We could have made the material slightly different if it had been made from ground-up ray tracing. From a design perspective, you’d probably do it a little differently. “
There’s still a lot of work to do Doom Eternal. The studio just canceled the game’s planned Invasion Multiplayer mode, but will be creating a new single-player mode to replace it. There’s also a current hitch with the PlayStation 5 version, as players can’t make their PS4 saves at the moment. Stratton said that Id “will do what we can” to solve the problem.
For now, continue Doom Eternal support remains Id’s main focus, but Khan concedes that it will eventually have to pick a stop and start looking ahead. When asked if all the work on the next-gen console would get the team excited about Doom’s future, Khan laughed and teased, “I think he’s asking us if we’re working on it. a new game…” (Okay, you get it.) While there’s no news to share about the studio’s next project, Khan offers a bit of wisdom on making games in this day and age.
Khan said: “There is a famous saying: ‘Art never ends, it is abandoned’. “It’s the same here. You have to be comfortable saying we can always do more. All the knowledge and lessons we learn will be transferred to allow us to make better games in the future. And it doesn’t stop at the technology side.”