When content was locked on DOOM, I was play testing the game and taking screenshots along the way. I started getting another idea to make a team video similar to the one I did for E3. I had not planned on making a credit sequence because I was just way too drained and knew it would be a tremendous amount of work. In addition, there really wasn't much time left to do anything. However, looking at some of the cool artwork in the game inspired me to reconsider it. I have always wanted to do something interesting like this I thought to myself, when would I get another chance. Two years, three years, never? I love the opening credits for games like God of War 3 or the end museum section for Modern Warfare 2 and wanted our game to have something similar.
Even though we don't have a lot of cinematics in the game, I had preveiously written some Maya scripts to easily get that type of animation into the engine with pretty much a click of a button. After my third night of taking screenshots I decided to do a few tests shots to see how quickly I could generate something. Over the next three days I created eight shots in-game and put together a short proof of concept video and shared it with the team.
The response was overwhelmingly positive and the game director, who previously asked me to think about this in the first place, wanted me to go ahead and create a credit sequence in this style. I knew it would be a hard push doing something like this with very little time, not to mention all of the egos involved, possilbe spelling mistakes, etc., but I had already committed with the test. Over the next 35 days in a row I worked almost non-stop. I came up with a few scripts to generate, rig, and export titles and names based off of lists so I could easily correct mistakes or make changes, created a useable pipeline, and began putting together an openGL edit of the entire sequence which I treated like a short film.
Originally, I wanted each shot to transition form full speed animation to slo-mo with the camera still moving and then back out, but there just wasn't time to do that. However, a few of the animators really wanted to help and I wanted to share the fun with them. Brian Kowalzcyk did a really cool three part shot inspired by a scene from the original Old Boy movie. That is closest to my ideal vision and I ended up using that for the animators' section since it was the only animated shot and fit with us best. Our animation programmer, Ivo, suggested re-creating the cover art from the original DOOM for the end shot and I knew this was something I could hand off while I focused on everything else. Joon Kim, another one of our talented animators, took on this task and did an amazing job with the posing and camera. He then added the cool animation at the end as a surprise. Joon's shot ended up being the money shot in the whole sequece and works as a perfect ending for it. Both of these guy's shots were featured in the launch trailer for the game, though I had to reformat Brian's with the FIGHT LIKE HELL text, and Joon's has spread through the internet like wild fire.