It was a technology showpiece,” says Tim Willits, who served as lead designer on the game. “With a group that small, everyone wears a lot of different hats.” Dynamic Lighting & Bump Mapping "We were a very small (team), maybe 12 people - 13 maybe,” said Duffy. The single player design and technological direction found its way to DOOM 3, with id developing a game that didn’t just expand on DOOM as a series, but what was possible in a video game – no small feat for a group of developers that would be considered tiny by modern industry standards. “It was one of those famous times internally where Carmack, on a dime one day, decided we were going to go back to DOOM and do DOOM 3,” recalls Duffy. Id Software’s next project, however, would not be a Quake title. “We had been exploring moving on to Quake 4 as a single player game and exploring technology directions for that because back then tech drove a lot of game design, versus the way it is now." "The way we started doing DOOM 3 was we finished Quake III Arena and, internally, we were looking at doing Quake 4,” continues Duffy. Today, we look at a moment in DOOM history that not only pushed the boundaries of the genre, but what a video game could even look like with id Tech 4 and the game that debuted it: DOOM 3. "I look at id Software as innovators in tech,” says Robert Duffy, CTO at id and a member of the team for over 20 years. Since then, the mainline DOOM series has strived to not just bring bigger and more badass battles against Hell with each entry but also push the technical envelope. When DOOM released in 1993, it wasn’t just a major gaming phenomenon – it was a technical marvel.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |