Over the next six months, Hall designed levels based on real military bases, Romero built features, and artists Adrian and Cloud created textures and demons based on clay models they built. The initial months of development were spent building prototypes, while Hall created the Doom Bible, a design document for his vision of the game and its story after id released a grandiose press release touting features that the team had not yet begun working on, the Doom Bible was rejected in favor of a plotless game with no design document at all. Several ideas were proposed, including a new game in their Commander Keen series, but John proposed a game about using technology to fight demons inspired by the Dungeons & Dragons campaigns the team played. John Carmack was working on an improved 3D game engine from those games, and the team wanted to have their next game take advantage of his designs. The Doom concept was proposed in late 1992, after the release of Wolfenstein 3D and its sequel Spear of Destiny. The music and sound effects were created by Bobby Prince. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential titles in video game history.
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