DevNote #4 Doom’s HUD evolution is interesting as it demonstrates 23 years of technological advancements and changes in HUD conventions. Examining the ways in which certain elements have been iterated upon over the years is like watching a rough stone get polished yet I still like the funky rock the series began with. Doom (1993) CENTER N/A BOTTOM LEFT CORNER Ammo (000) Health (000) Weapon Number BOTTOM RIGHT CORNER Armor (000) Overall Ammo Count (000) Doom 3 (2004) CENTER Aiming Reticle Hitmarker(?) BOTTOM LEFT CORNER Equipped Item Health (000) Armor (000) Location Title BOTTOM RIGHT CORNER Equipped Weapon (Icon)* Ammo (Clip 000/Total 000) Doom 4 (2016) UPPER LEFT Save Icon* UPPER CENTER Compass (Ft) CENTER Aiming Reticle Weapon Special Cooldown Waypoint Quicktime/Interaction Prompt* Low Ammo Alert* LEFT Codex Entry (8s Duration) BOTTOM LEFT CORNER Health (000) Armor (000) Special Item Icon Health/Armor Pickup Amt (+000) (4s Duration)* RIGHT Achievement Prog (000/000) BOTTOM RIGHT CORNER Equipped Item/Weapon Name* Equipped Item/Weapon Icon Equipped Item/Weapon Ability Icon Available Secondary Weapon Icon Clip Amt (000) Ammo Total (Bar) Special Ammo (Bar) *Temporary/Conditional










