level design :: corey peters
   
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::doom 3 xbox

during the development of quake 4 we were asked to help with optimizing doom 3 for the xbox port. while a lot of work was spent on lighting and collision optimizations, there was a significant amount of construction work required. almost every level was trimmed down and reconnected to either itself or other levels to better fit into memory.

 

 

 

 

 

 

 

 

copyright (c) corey peters