
Doomenstein
Development Period: March 2025 - May 2025
Doomenstein is a DirectX 11-powered remake of the classic 1990s game Doomenstein. In addition to faithfully replicating the original gameplay, I extended the project with a dynamic lighting system supporting directional, point, and spot lights. I also built a complete UI system and implemented a fully data-driven narrative framework. Pathfinding was handled using an A* algorithm, enabling intelligent navigation across the map.
Demo
Main Technical Points
3D Rendering
For both player and enemy rendering, I implemented a pseudo-3D effect using billboards by setting vertex Tangent, Bitangent, and Normal vectors. By computing the I-Basis between the enemy and the player, I determined the correct sprite orientation and played corresponding sprite animations to simulate a 3D appearance.
Controller System & Data-Driven Gameplay
All actors in the game are controlled via a unified controller system (PlayerController/AIController) and managed through a centralized ActorHandle. The entire gameplay is data-driven, including weapons, enemies, maps, and placeable objects.
Directional Light & Point Lights & Spot Lights
I implemented multiple light types by modifying and extending the D3D11 shader pipeline.
A* pathfinding AI
I implemented enemy patrolling and chasing behavior on a tilemap using the A* pathfinding algorithm.
Data-Driven Story System & UI System
I refined the engine’s UI system and integrated a scalable, data-driven storytelling framework using external configuration files.
3D Audio System
I extended the engine’s Audio System to handle stereo channel output for more immersive sound design.





