Avacyn Shurmon
Systems and AI Designer
Formerly at id Software
Doom The Dark Ages
Doom the Dark Ages is a 2025 First Person Shooter developed by id Software. It features brutal action, vicious demons, and levels that take you across a space age feudal kingdom, through the depths of hell, and into the farthest reaches of the unknown.
On Doom The Dark Ages I was a Gameplay Designer on the AI Design team, where I spec’d out and implemented demons to be fought in the game. I designed all the attacks and behaviors for my AI, which can be seen in the video above. I then worked with a team of very talented 3D artists, engineers, animators and level designers to take our enemies from an initial idea all the way to finished product. I also had the honor of working on the Enhanced Ahzrak boss fight from start to finish, as well as writing the spec for and handling early prototyping and implementation for the DLC’s Marok and Xal’Goroth boss fights as well.
The video above showcases the AI I worked on and some of their attacks.
Habitat Game Proposal Document
Habitat is a game proposal for an innovative city building simulator in which players take charge of an apartment complex inspired by Moshe Safdie’s striking Habitat 67 experimental community. In it, players build a structuralist arcology one apartment at a time, building new layers onto the structure and inviting AI tenants who will beautify the space procedurally.
Culinary Domination
A game I creative directed, overseeing all design decisions and leading a team of 11 other designers, artists, and programmers. In this 4X strategy game 2-4 players take the role of restaurateurs competing to expand their brand in a procedurally generated city. The game was very expansive in scope, and despite expectations to the contrary we met many of our design goals and I’m proud of what my team and I were able to accomplish.
The Withering
Inspired by classic horror games like 1996’s Resident Evil and 1992’s Alone in the Dark, it features a meticulously designed and tested fixed camera system, tank controls, and an AI adversary with complex priorities throughout the mansion. Intended mostly as a proof of concept for the implementation of these classic mechanics and the changes in tone they provide.
Supplementary level design and programming were provided by my colleague Connor Nesbitt.
Following Seas
Following Seas was another large scale project, for which I was game designer for sailing mechanics in the game. While certain aspects of the design were ultimately dropped after I left the project, much of my work can be seen in the gameplay above. The design for the sailing mechanics were the result of a great deal of research into sailing of small vessels like the one featured in the game, as well consulting with relatives of mine who have experience on sail-powered boats.