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The Making of Doom

How id Software built the first-person shooter that defined a genre — and nearly destroyed the company building it

From Wolfenstein to Something New

By late 1992, id Software had already produced two landmark games. Catacomb 3-D had proved the concept; Wolfenstein 3D had made it commercially viable and scandalous in roughly equal measure. Wolfenstein sold hundreds of thousands of copies through the Apogee shareware model, established id as the defining force in action PC gaming, and earned a ban in Germany for its Nazi imagery. John Carmack was twenty-two years old. John Romero was twenty-five. They had already done more to advance real-time 3D rendering than any team in commercial game development, and they were already building something that would make Wolfenstein look primitive.

The technical limitation Carmack wanted to overcome was Wolfenstein's fundamental constraint: its world was flat. Every wall was the same height, every floor was at the same level, there were no outdoor spaces, no elevation changes, no variation in light. The game's engine was a masterpiece of optimisation within those constraints — the raycasting approach rendered at playable speed on a 386 — but the constraints were architecturally absolute. Carmack spent the months after Wolfenstein's release working on a new rendering approach. The result was a Binary Space Partitioning tree implementation that allowed variable wall heights, non-orthogonal corridors, different floor and ceiling heights per sector, and dynamic lighting. Wolfenstein's corridors would become Doom's cathedrals.

The development team was tiny even by 1992 standards. Carmack and Romero were joined by Adrian Carmack on art, Kevin Cloud on additional art, Sandy Petersen on level design, and Dave Taylor on tools. Tom Hall, the lead designer on Wolfenstein, had begun work on a detailed design document he called the Doom Bible — a structured narrative treatment of the game's world, backstory, and level logic. The Doom Bible would not survive contact with Carmack's vision of what the game should be, and Hall's eventual departure from id over the disagreement became one of the defining creative conflicts in the company's history.

The Technical Innovations That Made It Possible

Carmack's BSP-based engine was the foundation on which everything else depended. Binary Space Partitioning divided the game world into a tree of convex subspaces, allowing the renderer to determine visibility from any point in the map without testing every wall — a computational saving that made the game's complexity possible on consumer hardware. The approach was not new to computer science; it had appeared in academic literature since 1969 and had been used in flight simulators. Carmack's contribution was applying it to a real-time game renderer running on a consumer PC, and doing so with the optimisation discipline that made the frame rate acceptable on a 386.

The sector-based lighting system gave Doom its atmosphere. Each sector — a region bounded by linedefs — had an independent light level, allowing designers to create pools of shadow, brightly lit plazas, and the famous descending darkness of the game's later episodes. The effect was achieved not through true volumetric lighting but through a flat-shading model that applied the sector's light value uniformly to all surfaces within it. The visual result was dramatic beyond what the technical implementation might suggest: Doom looked like a game that understood darkness as a design tool.

The network code was equally significant. Carmack implemented a peer-to-peer IPX networking system that allowed up to four players to share a game world simultaneously — what id called "deathmatching," a word the team coined in development. Wolfenstein 3D had no multiplayer. Doom's deathmatch mode created the template for competitive first-person gaming that Counter-Strike, Quake, and every subsequent online shooter has followed. The modem connectivity was impractical for most players in 1993, but the LAN deathmatch — playable in offices and dormitories over existing networks — spread through workplaces and universities faster than id had anticipated and became a significant part of the game's cultural footprint.

Shareware, Release, and the Cultural Explosion

Doom launched on December 10, 1993, as shareware — the first episode available for free download via FTP and bulletin board services, with two further episodes available by mail order or telephone purchase. The strategy was the same approach Apogee had pioneered and id had used for Wolfenstein: give away enough to create demand, sell the rest directly. Doom's shareware episode was longer and more complete than most full commercial releases. By the end of its first day on the internet, network administrators at universities across North America were complaining that Doom traffic was saturating their bandwidth. By the end of its first week, it had been downloaded more times than the servers could accurately count.

The cultural response was disproportionate even to its commercial success. Doom appeared in congressional hearings about video game violence, was described by a US senator as a "murder simulator," and was linked retroactively to school shootings in coverage that persisted into the late 1990s. The violence, by 1993 standards, was genuinely shocking: sprite-based but visceral, with death animations and the famous gibs — enemy body parts — that had no precedent in mainstream game releases. The controversy was marketing id had not planned and could not have purchased.

The modding community that emerged within months of the game's release was equally consequential. id released the level editor tools and the WAD file format specification, and players began creating new levels, new enemies, and new game modes at a volume that exceeded the original content within a year. The Doom modding scene produced the careers of dozens of designers who went on to professional development, and established the principle that a game's community could extend its life and scope far beyond what its creators had produced. That principle now governs the most successful games in the industry.

Legacy and What It Changed

Doom did not invent the first-person shooter — Maze War, Battlezone, and Wolfenstein 3D all predated it — but it defined what the genre would become so completely that games in its wake were called "Doom clones" for the better part of a decade. Heretic, Hexen, Duke Nukem 3D, Blood, and dozens of lesser titles adopted its engine or its conventions. Quake (1996) superseded it technically, but Doom's influence on level design, pacing, and player feedback persisted through Quake and into the genre's subsequent history.

The id Software team fractured gradually after Doom's success. Tom Hall had already left during development. John Romero departed after Quake and founded Ion Storm, whose Daikatana became one of the most publicised commercial failures in game history. John Carmack continued as id's technical director through the Quake series, remained with the company after its acquisition by ZeniMax in 2009, and departed in 2013 to work on virtual reality at Oculus. The studio he and Romero built in a rented office in Mesquite, Texas, in 1992 changed the game industry more substantially than any comparable team of its size in the medium's history, and the game that came out of it on a December afternoon in 1993 is still being played.