The Men Behind Doom 3
by Lord FlatHead


 
What can be said about id Software that hasn't been said before ? In the past decade, the small gaming company from Mesquite, TX has give birth to such timeless classics as the Commander Keen series, Wolfenstein 3D, Doom, the Quake trilogy, and now their Magnum Opus, the new Doom game. Let's take a look at a few of the 15 people who will decide if we will have a social life or not in 2002.

 
Graeme Devine 
Position : Game Designer, Programmer
E-mail : zaphod@idsoftware.com

Many people were surprised when Graeme Devine joined id during the development of Quake III Arena. Devine has been working the the game industry since the late 1970's, for companies like Atari, Lucasfilm and Activision. He's probably best known for his work on 7th Guest, a pre-rendered adventure game from 1993. Devine has stated that id wants go get away from the static, confined environments of their previous games - something they're aiming for in Doom3.

What about Doom3 ?
For Doom, Devine is working on an entirely new sound engine that should give the game "an order of magnitude more audio richness" than any previous id game. 

Quote : "A lot of people don't realize just how ordinary we all are. We're just a bunch of geeks."


 
 
John Carmack

Position : Lead Programmer
E-mail : johnc@idsoftware.com

John Carmack, the big pulsating brain sitting at the core of id Software, needs no introduction. Certainly one of the most known and respected people in 3D games, Carmack has provided us with the core technology of great games like Wolfenstein 3D, Doom, the Quake series, and now Doom 3. To say it in the words of Brian Hook, who worked with Carmack on Quake II and Quake III Arena, in his last .plan update before leaving id Software : "The type of talent, genius, and hard work John has demonstrated is the kind of thing you see once in a generation." Carmack has recently been inducted by the Academy of Interactive Arts and Sciences into their Hall of Fame, joining industry legends Shigeru Miyamoto, Sid Meier, and Final Fantasy creator Hironobu Sakaguchi.

What about Doom3 ?
Carmack has been at the top of the 3D technology field for the past decade, and as always is pushing the technology to new heights. For specifics about the new Doom engine, check out Zaldron's article. With him working on the 3D engine, networking and a bunch of other things, the new Doom technology is set to once again stun us all.

Quote : "I like to think I'm pretty good at what I do."


 
Jim Dosé
Position : Programmer
E-mail : jimd@idsoftware.com

Jim Dose previously worked on games like Rise Of The Triad, Duke Nukem 3D, Sin and Heavy Metal FAKK 2. He's done everything from sound programming to game logic and animation. His work on the skeletal animation system for FAKK 2 was excellent and now he's bringing that same level of professionalism to id.

What about Doom3 ?
For Doom, Jim Dose is handling game logic, the animation system, scripting, and who knows what else.

Quote : "The story of our new game dwarfs anything in previous id games, which admittedly isn't too hard."


 
Paul Jaquays
Position : Level designer
E-mail : paulj@idsoftware.com

Paul Jaquays has been an artist and designer since 1976, when he made drawings for fantasy and science fiction magazines. He worked on several arcade and pc games before joining id in 1997. He has shown great skill in his maps for Quake 2 and Quake III Arena, and his knowledge about art and programming certainly doesn't hurt. Jaquays was also responsible for the story of Quake II and other aspects of its design.

What about Doom3 ?
With his background in traditional art and twenty-five years of experience, Paul Jaquays has what it takes to construct the settings and architecture for Doom.

Quote : "The worst aspects of working here? Exerting enough will-power to stay away from the snack table."


 
Tim Willits
Position : Level designer
E-mail : twillits@idsoftware.com

Tim Willits, like many level designers, got into the industry by making Doom maps. He worked briefly on Strife and began work at id for the 'Master Levels' Doom II add-on. Like Paul Jaquays, he is resposible for the detailed environments in Quake II and Quake III Arena. Like many of us, he was a big Doom fan back when the first game came out, so he seems to be in a good position to judge what the new game should look like.

What about Doom3 ?
Willits is the lead designer for Doom3, so the actual game is pretty much in his hands.

Quote : "It was when I first played Doom that I knew my life was going to change. It was a defining moment in my life."


 
Malvern Blackwell
Position : Level Designer
E-mail : mal@idsoftware.com

One of the new hires at id Software (together with Jim Dosé, Fred Nilsson and Seneca Menard), Blackwell started out making maps for the original Doom. He has been an artist since 1985 and has worked on Unreal, Kingpin and Return to Castle Wolfenstein.

What about Doom3 ?
Blackwell will be working closely with Paul Jaquays, Christian Antkow and Tim Willits on the environments in Doom.

Quote :"To have the chance to work on this title is awesome, my head is still spinning."

Christian Antkow
Position : Level designer
E-mail : xian@idsoftware.com

Antkow started out as a 'Misc Admin Guy' at id, making maps in his spare time. He started designing levels full-time for Quake II and Quake III Arena, and is now working on Doom 3. He's no artist, so he likes to concentrate on playability and gameplay, leaving the 'eye candy' part of the design to the real artists.

What about Doom3 ?
Look at the hair ! Look at it ! Oh, sorry. This Canadian mapping monkey will be responsible for the environments in Doom3.

 

Fred Nilsson
Position : Artist, Modeller
E-mail : fredn@idsoftware.com

The newest hire at id Software, Fredrik Nilsson is in charge of animating the character models for Doom. He also knows a thing or two about modelling, mapping and other artistic aspects of game design. With ten years of animation work behind him, his previous work including the Antz movie and the famous 'Homer 3D' sequence from one of the Simpsons' Halloween specials, he seems a perfect choice for the kind of detailed modelling work we'll see in Doom 3. He has also contributed to the completely computer generated movie Shrek - check out the trailer to get an idea what kind of detail I'm talking about.

What about Doom3 ?
Nilsson is going to work mostly on the character models (players, monsters) in the game. He's already shown great stuff in the MacWorld tech demo, and we ain't seen nothing yet.

 

 
Seneca Menard
Position : Artist, Modeller
E-mail : seneca@idsoftware.com

Seneca Menard, like Fred Nilsson, was hired during the development of the Team Arena mission pack. He's responsible for the new 'id heart' intro movie you see in Team Arena - take a look at this render, if your modem can take it. He's pretty new to the games industry, and has previously worked with Ion Storm on Daikatana and the yet to be released Anachronox. He has shown great skill at doing enormously detailed models and skins.

What about Doom3 ?
Menard is doing the models that Fred Nilsson is going to animate, and possibly scripting and texturing.

Kevin Cloud
Position : Artist
E-mail : kevinc@idsoftware.com

One of the founding members of id Software, Kevin Cloud started out at Softdisk with John Carmack and Adrian Carmack. Cloud has worked on textures, models and other art for every id game since Wolfenstein 3D. He's responsible for Quake's Fiend, among other things, and was creative director on Quake II.

What about Doom3 ?
Cloud will be working closely with Adrian Carmack, the modellers and mappers to create a coherent artistic style for Doom 3.

Quote : "Not a week goes by without me praising my luck for landing at a company like id."


 
Adrian Carmack
Position : Artist

Adrian Carmack (no relation to John Carmack) is one of the three owners of the company. Kevin Cloud once described him as "the best artist in the industry", and looking at the work he's done on Doom & the Quake series, I can say that's not far from the truth.

What about Doom3 ?
Will be working with Kevin Cloud and the other designers on the look of the game.


 
Kenneth Scott
Position : Skin Artist
E-mail : kenneth@idsoftware.com

Kenneth Scott joined id from Ion Storm to do the skinning for the Quake III Arena models. Described as a masterful artist by Fred Nilsson, Scott is, quite literally, among the greatest graphics artists in the games industry. Just like the other artists at id, he posesses every skill 'normal' painters have and then some. He also appears to have a Pikachu doll in his office.

What about Doom3 ?
The demons from Kenneth Scott's pen will surely keep us awake for many nights to come.

Quote :"I just can't believe I'm here working at id Software. I mean, these are the guys who made Doom."

 


So these are the people working on Doom 3. Each and every one of them are professionals at the top of their field, and it's safe to say that if there's one team capable of making this game as great as we are expecting it to be, it's this one.