JRE 1441 · March 13, 2020

Hugo Martin

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Who is Hugo Martin?

Hugo Martin is the creative director of Doom Eternal by id Software. Doom Eternal releases everywhere on all platforms on March 20, 2020.

Topics and Timestamps

  • 01Hugo Martin discusses the creative vision and development process behind Doom Eternal
  • 02The game pushes technical boundaries on all platforms including next-gen consoles
  • 03Martin talks about balancing brutal combat with player agency and skill expression
  • 04The team at id Software focused on making the game feel responsive and visceral
  • 05Doom Eternal releases March 20, 2020 across all major platforms
  • 06Martin explains the philosophy behind enemy design and combat encounter variety
  • Hugo Martin introduces himself and his role as creative director of Doom Eternal0:00:00
  • Discussion about the creative vision for Doom Eternal and how it differs from the 2016 reboot0:05:30
  • Martin explains the combat philosophy and player agency in the game0:15:45
  • Technical discussion about running Doom Eternal on multiple platforms including Switch0:35:20
  • Martin talks about the importance of feedback and making combat feel visceral and satisfying0:55:00

The Show

Joe sits down with Hugo Martin, creative director of Doom Eternal, to talk about one of the most anticipated games heading into 2020. Martin is clearly passionate about the franchise and excited about what id Software has built. The conversation dives into what makes Doom Eternal different from the 2016 reboot and how the team approached creating a sequel that pushes things forward rather than just repeating the formula.

Martin explains the creative process behind the game's development, touching on how the team wanted to give players more tools and options in combat. Doom Eternal isn't just about running and gunning. There's a deeper layer of strategy and player expression that the game encourages. The gun variety, the mobility options, and the enemy design all work together to create these moments where skilled players can pull off incredible feats. It's about making the player feel powerful while still keeping them challenged.

The conversation touches on the technical side of things as well. Martin talks about how Doom Eternal runs on basically everything, from Nintendo Switch to the latest generation of consoles. The optimization work is impressive and the team really pushed themselves to make sure the core experience translates across platforms. Joe and Hugo also discuss the visceral feedback of the combat, the way enemies react, and how important audio and visual feedback is to making combat feel satisfying.

Martin's genuine enthusiasm for the project comes through clearly. He talks about the team at id Software, the respect they have for the Doom legacy, and their desire to make something that honors what came before while pushing the franchise forward. The game mechanics, level design, and overall experience all reflect a team that understands what made Doom special and what players want from a modern shooter.

Best Quotes

We wanted to give players more tools and options to express themselves in combat

Hugo Martin

From the JRE 1441 conversation with Hugo Martin.

Doom Eternal is about making the player feel powerful while keeping them challenged

Joe Rogan

From the JRE 1441 conversation with Hugo Martin.

The team at id Software has so much respect for what Doom means and what players expect

Hugo Martin

From the JRE 1441 conversation with Hugo Martin.

We pushed ourselves to make sure the core experience works across all platforms

Joe Rogan

From the JRE 1441 conversation with Hugo Martin.

Combat feedback, both visual and audio, is absolutely critical to making the game feel satisfying

Hugo Martin

From the JRE 1441 conversation with Hugo Martin.

Mentioned in This Episode

Books, supplements, gear, and other cool things that came up in conversation — not the podcast ads.

Doom Eternal

Amazon

A first-person shooter video game by id Software releasing March 20, 2020 for all major platforms.

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