Designing DOOM Eternal with Hugo Martin - Noclip Podcast #22

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Published 2020-01-15
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Danny sits down with Hugo Martin (Game Director, DOOM Eternal) to discuss how id Software tore apart the DOOM 2016 rulebook and attempted to make a faster, more challenging demons slaying romp.

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Music licensed from Audio Network.com
- Silver Sunrays 2

All Comments (21)
  • @Avossk
    Hugo's one of the realest people in the games industry, nothing but respect for the guy
  • "... the whole gameplay was fake. I was acting it all" guys, this is the most honest thing I have ever heard and seen from a dev. Nobody else in the AAA industry will ever have the integrity to do this, this bluntly. ea is so deceptive to the point where they'd showcase fake gameplay and call it legit. But this guy, nooo... "it was fake, the way I was playing it was how i wanted it to be played. but basically you can just go point blank shotgun on everybody." Guys, let us applaud this man. Please.
  • @grum7140
    "You won't be able to play DOOM (2016) after you play this." Welp, looks like I need to play some more DOOM (2016) before it's too late.
  • @tesladragon3222
    8:15 "It was all a lie, basically. I was playing in a way that was like, meant to make it look cool and I was weapon switching and doing all these things, but the whole time I was like- the game needs to make you play this way." This is the kind of honesty and introspection I feel like you don't usually see in these sorts of conversations in games media and it's why I love it whenever you have a talk with Hugo. Can't wait for DOOM Eternal!
  • @handaloo
    These guys are expert Devs. Listening to how they can critique their own work and admit that something isn't fun like that is absolutely awesome. Can't wait for this game!
  • @glodenduck2077
    Doom, the only game when you finally kill all enemies, instead of feeling relieved, you feel disappointed that there aren't more.
  • @dylanbarnes6041
    There is no stronger bond than a father and his son playing doom
  • @ryanleyba376
    I love hearing the logic behind the game design
  • @SunLevi
    One of those moments where an IP lands on just the right group of people.
  • @Fembro
    Just imagine this. Doom would be so much more different if id didn’t hire Hugo.
  • The admittance that they showed a lot that they then went on to develop into a truth is why I fucking love this guy and I'd!
  • @deektedrgg
    "Anyone can make a hard game... hitscan enemies..." [Chaingunner monster closet intensifies]
  • @CoffeeRampage
    Wow. Those 50 mins felt like 10 mins. Loved every second of this.
  • Came here to wash away the bad taste left from Joe Rogan’s interview of Hugo Martin. The first 3 minutes of this is more informative and respectful than the whole hour of that car crash
  • I hope there is a noclip documentary on Doom eternal after it has been released
  • @boots_33
    I love it when Hugo drops in. If the gaming industry is ever gonna start making household names of their devs, this guy should be at or near the top of the list based on his integrity and dedication to his craft. To admit the flaws that the team's new ideas exposed is a huge deal, and I can't wait to see how this game benefits from their work.
  • @MrBurtbackerack
    From someone who also works in the game industry (indie level though), Hugo is kind of my hero. I loved his work on stuff like Pacific Rim. But the thing that I really respect about him is his outlook on everything and how he can see through the bullsh*t. His humor is amazing too. Dude is an absolute legend in my eyes.
  • @RhysticStudies
    so many pockets of wisdom and intellect here in Hugo's approach to game design and criticizing your own creative work.