
Pineapple Under the Sea Studio
Starting in September of 2020, what began as a series of semi-monthly speedmapping events blossomed into a beloved series of community projects which herald the hard work of dozens of creatives.
Our work has been featured on the PCGamer magazine, as well as having been recognized multiple times on the annual doomworld Cacowards in which our efforts have been described as a “source of excitement for participants and observers alike.”
As studio lead, I am in charge of directing and producing all of the projects that we run. My duties involve testing levels, compiling level packs, marketing, designing event logos, creating character and UI art, and encouraging level designers to explore new horizons.

Blasting into 2023 with an astounding release, Myolden and Peccatum Mihzamiz brought forth a resource pack that they themselves had crafted. Utilizing a custom palette with an expanded range of pinks, the pair compiled several textures and sprites to evoke the spirit of Valentine’s for the new year’s first PUSS event.
With a PUSS first focus on Deathmatch maps, Lover’s Quarrel created a remarkable set of 32 maps built for multiple forms of play.
Featured on PCGamer, this wad has been incredibly well received by the community, a hallmark to the tenacity of the team behind it.

Set in the frozen depths of hell, our twenty-second project has been an incredible undertaking. With hand-made sprite art replacing the twenty existing demons and several custom textures The Chilling Winds of Dis has proven to be an excellent showing of the talents of the remarkable members of our community.
With the hardwork of many artists and level designers, we have created a new realm that has never been seen before in the realms of Doom.

Our third Halloween event, Trick & Tear 3, I wanted to pay homage to my childhood love of Call of Duty zombies by replicating the wave based survival madness within the confines of doom.
Each map utilizes a custom wave based script that advances in difficulty as time progresses, sending more and more zombies towards the player.
A custom batch of community created undead were used for this project. Each one voiced by a different member of the doom community.