Cooper Yang


Game Designer
Level Designer
 


About Me

Game Projects
Level Desgin Samples

Itch.io
Email
LinkedIn
Resume
©2025 Cooper Yang

Cooper Yang

Game Designer, Level Designer, Enemy Designer

Doom E1M1 Clone

Game Designer, Programmer
2019.10-2019.12

︎ITCH PAGE
- FPS, Unity


About


Over a span of seven weeks, we crafted a clone of the first level(E1M1) of the legendary 1993 game, "Doom," originally developed by id Software. Our project involved constructing original assets that closely mirrored the initial textures, sounds, and codes, aiming to preserve the spirit and atmosphere of the initial level, including its hidden secrets. 

In the Doom clone project, I was responsible for developing the head bob and player movement, as well as implementing the pixelation post-processing effect.

Development


Head Bobbing
We implemented a "head bobbing" feature to enhance the player’s immersion in this first-person shooter game by emulating a natural up-and-down motion in the player’s viewpoint as they move.

This effect is governed through a script leveraging core variables including bobbingSpeed, bobbingHeight, and midpoint, which dictate the pace, height, and base position of the bobbing respectively. Another significant factor is the isHeadBobbing flag, which when enabled, triggers a rhythmic bobbing effect that syncs with the player’s movements, creating a sine wave pattern. The bobbingHeight variable modulates the intensity of this bobbing to mimic a realistic motion. If movement stops or the feature is disabled, the view returns to a predetermined midpoint.

Our version uses two separate cameras; one showcasing the player's viewpoint and another focusing on the weapon. Both are powered by the same script but with different settings to suit their functions, offering a unified experience true to the keyboard-driven controls of the original title.

Post-Processing
In the development of our Doom replica, we utilized a pixelization post-processing effect to simulate the graphic style of the original game. The first Doom's engine displayed a 3D environment derived from a 2D floor plan projection, resulting in a low-resolution visual characterized by graphic aliasing.

To mimic this appearance using Unity and our self-created assets, we applied post-processing to the camera. This approach was cost-effective and facilitated the desired graphic representation.
Before
After