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Don't Make me Laugh

Doom-Like FPS Game | Team Size: 8 | January 2024 | Unity 2021 

Roles: Level Designer, Game Designer, Voice Actor

Game made during the Global Game Jam 2024 within the context of a class taught by Lisa Smedman at Lasalle College Vancouver.

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Play time: 10 - 15mn

Game Description

DMML - First Room
DMML - Dawson Room
DMML - Lisa Room
DMML - Julian Room
DMML - Anselmo

Don't Make me Laugh is a doom-like shooter where the weapon is tomato shooter, and the monsters are comedians! 

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Story

You hate comedy, comedian and comics. You are breaking into comedy clubs to get rid of these horrible jokes. You throw tomatoes at whatever comedian tries to break your mind with their silly little words, for if you laugh you turn into one of the mindless comics. Will you be able to get rid of this empty laughter, or will you succumb to the laughing yourself?

Level Layout

First Floor

DMML - Floor 1.png

Second Floor

DMML - Floor 2.png

Final room

DMML - Final Room.png

Sketches

The original idea of the layout was a sequence of rooms reminiscent of a comedy club, without worrying about realism. The player would make their way through a few rooms until they'd reach the green room, where they'd face a boss.

Physical Prototype

Prompted by our teacher, we devised a paper prototype, to see how the game felt to walk through, enemies included.

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This is when the ideas of having only two types of enemies (close range audience zombies and long range comedians) came up, as well as the rough amount of enemies per room was decided.

Tutorial

We made sure to implement as many introductions in the first room as we could.

 

We put posters with the basic controls around the room, put a window in the door to the first room, and implemented a "bouncer" that introduced both the basic audience zombies, their jokes, and the concept of a secret room, since it can only be accessed through the different colored wall in the next room.

Fun fact!

Secrets

While building the in game layout, I had the urge to add secret rooms, as they are part of what makes doom so enjoyable to me, since they encourage exploration. 

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It became a big part of the humor in the game, and they were very fun to implement! 

The final room

After building the level in game, we understood that the green room idea would be anticlimactic.  Instead, I turned it into a massive stage on which the player is, and fights their largest amount of enemies yet. They've been fighting comedians, now they become the comedian.

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After experimenting a Halo: Reach - like survival ending. After playtesting, it didn't feel earned or rewarding, so we turned it into a regular kill everyone room.

Fun fact!

Team

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