Alejandro Mirabal retweeted
DOOM: The Dark Ages | Revelations -
Chasm of Xal'Goroth Feedback/Polish Notes
Known as ‘Cosmic Maze’ during production.
A series of mostly fast and loose paintovers and notes over in progress level art! I had the opportunity to work closely with art and design teams on various aspects of this map once it was handed off to art. For the most part I was able to rely on the Style / Art Direction Guide I had created for the Cosmic Realm in DOOM: The Dark Ages combing that with some of the new ‘maze’ elements introduced by Gavin Manners for the DLC. I worked in tandem with art as they moved through and worked on the map. As with the Cosmic Realm from Dark Ages, it was fun working with him as he was working out the overall gameplay experience.
To help with this map being a maze, on top of the insanity of the cosmic realm, it was important that once you entered the core ‘maze’ area there was a clear distinction between both areas as you sought out and destroyed each of two power cores. This is to help with player navigation.
I used a top down view of the map layout at the time to indicate to the art team what should be themed as what as well as paintovers and notes explaining what could help push things in a memorable and unique direction.
As with the base game’s cosmic levels I am proud of all the hard work the team put in to make this come together on a shorter timeline and create another memorable experience. #gamedev #conceptart
A metric ton more paintovers and notes etc on my Artstation Post: artstation.com/artwork/mOzge…
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Hope ya'll having a good weekend!
Alejandro Mirabal retweeted
Throwback to the Crucible concept designs I did for DOOM Eternal. Was fun to see some of the unused concepts make it into the DOOM x Diablo collab that happened earlier this year.
Alejandro Mirabal retweeted
DOOM: The Dark Ages | Revelations - 93' Shotgun
A relatively straight forward but fun project during production was bringing back the classic DOOM 93 shotgun! While it is not a full 1:1 the idea was to really emulate the look and feel of the original weapon.
I’m sure you probably already know this but just in case the weapons in the original DOOM were photographs of either toy weapons or modified objects to look like weapons. One of the OG artists, Kevin Cloud (a friend and former co worker who was actually my screening call interview for id) held the shotgun and they photographed his arms as reference. The images were then digitized and colored in the computer.
With that in mind when I was also tasked with the FPS hand concept, I used my own arms as material reference (literally just a photo of my arm hair and skin) OVER what I believe was the In game (as in already modeled) nood DOOM Slayer Forearms from Eternal/ may have been the Dark Lord or imported from 2016 (sorry don’t remember off the top of my head. ). The Other fun bit is I wanted to recreate the gloves as close to the original as I could so asking around the office eventually it was suggested to just reach out to Kevin himself who has since retired. Word came down that he didn’t remember exactly…. So I went with a thin leather look.
Despite the 93 Shotgun actually being directly inspired by the TootsieToy Dakota toy, we wound up iterating a lot on what the ‘sight’ on the top would actually be. In the toy version, it is where the caps are fed through. So to give it a similar look we tried a lot of different sights. While there were only really 2 full blockouts for the gun (my sketch was the 3D blockout just because it was clear what we were doing) the one that looks less like the TootsieToy was made to proportionally be closer to Jon Lanes’ Combat shotgun from DOOM Eternal. In addition, I tried several screen positions for the gun... the obvious choice from day 1 was 'center'.
Lastly, Since there is a lot of empty space on the gun , I figured a fun and obvious easter egg would be the ‘IDKFA’ scratched into the body of the gun, presumably by the Slayer. This also was intended to be visible to the slayer only during the re-rack. However, thanks to the weapon viewer, it can easily be seen there.
I hope everyone enjoyed the game if you’ve had a chance to play it! Most of my time on the DLC in regards to released work was focused on the Hospital and the shotgun.
A lot more development images (including FPS hand concept) on Artstation!
artstation.com/artwork/q0921…
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Thanks for taking a Look! Cheers!
Alejandro Mirabal retweeted
A mini model of a real dredging vessel, reshaping the seabed just like the real thing
Colin has been an amazing friend and a true mentor throughout the years we worked together. Anyone looking for talent and experience should look him up.
Hey everyone! Resharing my linkedin post here but just wanted to say a few things here real quick:
First: I want to extend a huge THANK YOU!
To the fans, community, and fellow game devs for sharing mine and others posts on different platforms - very much appreciated. It really means a lot and we were all so very thankful we could give you all many fun experiences over the years that I hope stick with you for a long time and inspire you to create and enjoy! It is a phenomenal feeling when the work you put in is enjoyed! Ya'll made it a great adventure!
Secondly, DOOM: The Dark Ages Revelations released today!
This will be, unfortunately, my last shipped title with the studio and regardless of circumstance I truly hope everyone enjoys it! I will be posting my concept design work from it in the near future .... it was a fun project and a great end cap DOOM trilogy (and my time at the studio lol)! Stay tuned and follow for art and more!
And now, previously posted yesterday on Linkedin:
After over 12.5 years, one complete game trilogy and 1 day short of the 9th DOOM related project (and 12th project at this studio) I've worked on, myself and many others were informed our roles at id Software were terminated as part of larger organizational changes this morning.
I had been very fortunate to have joined the studio at a point in time that felt like being there on the ground floor of something special for the studio. That feeling continued through today, just short of completing the story of trilogy. One of the truly special things about the studio was the sheer amount of skill amongst the team and the exciting and intense collaboration which is what made our games special and successful.
With these changes many of my amazing colleagues are taking their institutional knowledge and skill sets into the wider industry.
I am looking and open to what could be next in the immediate future; now it is time to put my money where my mouth is and stay focused on improving myself and what I can do to help those around me who were also impacted.
Please add me/follow, share, and check out my website. Things will be updated over time as the dust settles but it is a starting point.
Thanks for your time and attention!
Portfolio Site:
lnkd.in/gz3m66xJ
Artstation:
lnkd.in/esfseP5
Alejandro Mirabal retweeted
Our DLC launched today and I could not be more proud of all the work that went into making this an awesome player experience. A huge congratulations to my friends and colleagues at @idSoftware, many of whom were unfortunately affected by yesterday’s layoffs. Rip and tear.
DOOM: The Dark Ages | Revelations Update 4 includes a campaign expansion DLC, Ripatorium 3.0, quality of life changes and bug fixes.
slayersclub.bethesda.net/en-…
Alejandro Mirabal retweeted
Some of the work I did on the Doom: The Dark Ages Revelations DLC is a career high for me, personally speaking. EVERYONE at the studio brought their A-game and I couldn't be more proud to be a part of the team at id Software. I hope everyone enjoys it!
Alejandro Mirabal retweeted
This was done with tight resources and endless effort and imagination. Humanware!



































