John Romero
30 Years of Rip and Tear: Doom’s development story
#1about 3 minutes
The origins of Doom and early 3D game development
John Carmack's purchase of a NeXT computer and the team's experience with Catacomb 3D and Wolfenstein 3D laid the foundation for Doom's advanced technology.
#2about 2 minutes
Creating the initial design with the Doom Bible
The team established the initial game concept and narrative framework in a design document known as the Doom Bible.
#3about 2 minutes
Building the engine, art assets, and level editor
The team began building the core engine and level editor while experimenting with clay and latex models for monsters and scanning toy guns for weapons.
#4about 2 minutes
Overcoming level design limitations from Wolfenstein 3D
The team struggled to break free from the 90-degree wall design of their previous games, culminating in an early tech demo showcasing the new engine's potential.
#5about 1 minute
Rejecting the Aliens license and porting Wolfenstein to SNES
Development was paused after the team briefly considered and rejected an offer for the Aliens movie license to instead complete a three-week emergency port of Wolfenstein 3D for the Super Nintendo.
#6about 3 minutes
Solving rendering issues with binary space partitioning
A performance bottleneck in a complex level was solved by John Carmack's implementation of a binary space partition (BSP) tree, a key technological leap for the engine.
#7about 3 minutes
Establishing Doom's abstract level design style
The team pivoted from realistic military bunkers to a unique abstract level design style, which defined the game's atmosphere and spatial puzzles.
#8about 2 minutes
Welcoming new team members and adding core features
After Tom Hall's departure, new hires Dave Taylor and Sandy Petersen began implementing the automap and creating new levels, while the DMX sound library was integrated for audio.
#9about 3 minutes
Refining gameplay by removing arcade-era mechanics
The team created a polished press release version and streamlined the gameplay by removing superfluous items and the traditional concept of player lives.
#10about 1 minute
Creating the first multiplayer deathmatch and co-op modes
In a final, intense push, the team invented high-speed multiplayer, creating the first-ever deathmatch and co-op modes for a first-person shooter.
#11about 2 minutes
Fixing a day-one bug just hours before launch
After a 30-hour crunch, the team found and fixed a critical bug that had existed since the start of development, finally uploading the game to a BBS for its public release.
#12about 5 minutes
Doom's lasting impact on gaming and modding culture
The release of Doom solidified the first-person shooter genre, pioneered multiplayer gaming, and sparked a vibrant modding community that spawned many future successful franchises.
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