Obsidian

@obsidian-doom.bsky.social

Makes maps for Doom, moderates websites for Doom. He/him.

Most AI-driven game development seems to produce results like what most developers that slap stuff together do without figuring out *why* they're slapped together in that way, except the stuff that is slapped together only *appears* to be competent, making it an uncanny valley of sub-novice garbage.

I'm noticing a pattern with slop ai ports, got a doom genesis port youtube recommendation, the first thing I see is a badly rendered sega logo with weird cacodemon movement for an animation and the first thing that pops up after is the developers x and github links. (1/2)

Big open maps are cool when they are interesting if your game is built around it, but we need to refocus on the art of level design. Flow is everything and when you find someone good at it, they make all your mechanics magically learnable without tutorials.