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 DOOM 3: The Legacy Interview Reprinted With Permission From id Software 

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Click for larger image07/14/03 - DOOM 3: The Legacy is a seven-minute video interview, in which such id Software luminaries as John Carmack and Tim Willits, to name a few, plus Trent Reznor, talk about the making of DOOM 3. We asked Todd Hollenshead if we could bring it to you in written form, and he said yes. So, promising to to keep the dialogue accurate, we typed up the interview and included some images taken from the video. Here it is, we hope you enjoy it.




Click for larger imageJohn Carmack:
    The original DOOM was a really significant jump in gaming technology for the time. We were making really big strides almost every single game every year and DOOM was a really significant inflection point for things, because all of a sudden the world was vivid enough that normal people could look at a game and understand what computer gamers were always excited about.


Click for larger image    With the new DOOM game we have been able to do what I think is one of the most important things for our game engines here, is the way we have unified the way in which all of our surfaces and lights interact. We have been able, due to the bumpmapping technologies on modern 3d cards, to bring about detail into things that we can still run at a very rapid rate, and the step in quality is just breathtaking. We're able to see veins and pores and crevices, and we are able to go and see whether a scientist is having a bad hair day. Most of the time you don't get to see this much detail when you're just gunning down enemies, but occasionally you just turn around and there's a monster right there in your face, and you'll see the slime dripping out of its mouth, blood coming off of it, and it's really taking it to a new level.



Click for larger imageNarrator:
    The technologies that have followed from the original DOOM have brought freedom to the artists who are now able to truly bring their visions to life. Gamers will no longer just play games, they will be immersed in them.



Click for larger imageTodd Hollenshead:
    Every generation of technology that John Carmack has created has raised the bar for the industry, and really set an example that other programmers have used to follow, in creating their next generation technology. DOOM 3 is going to be the exact same thing. It looks awesome, and the universe that we have created is just nothing short of mindboggling.

    We are going to redefine what people expect to see in a PC gaming experience, and provide them something that they haven't had an opportunity to experience before.



Click for larger imageKevin Cloud:
    There is a huge difference between the way we created art back for the old DOOM, for the original DOOM, and the way we create art now for DOOM 3.

    When you are trying to compare what you are used to seeing and what you saw in the old DOOM compared to DOOM 3, it's almost like a comic book coming to life. In DOOM 3, we are able to create hyper-realistic environments, things that you would really only see before in a movie.

    When a character passes through the light, and the way the light works against the surface, casts a shadow across its own body and casts a shadow on the floor, the type of detail that we are able to achieve with each character begins to feel like you can reach out and actually touch it. It's pretty much the most frightening realistic experience that you have inside a game.



Click for larger imageTim Willits:
    In the original DOOM, we had a lot of limitations when you were working with the maps. The player couldn't jump, we were not able to have a room above another room, it was all very simple.



Click for larger image    The level making experience in DOOM 3 is much more complicated than any other title we have done in the past. As technology has improved, we have had fewer and fewer limitations. Now with DOOM 3, we have the ability to create anything we want.




Click for larger imageFred Nilsson:
    As an animator from the film background, I was always taught to try to get inside the characters, kind of get a feel for what they are thinking, and with the new DOOM I felt I've been able to be a lot more creative here, because I basically come up with how the characters move, and what the cinematics are, what the Demons are doing, what the Zombies are doing, which is cool.

    People probably won't understand the amount of detail that is in the world and what goes into creating those details. All the textures are actually the models, they're not just painted anymore; everything is modeled very detailed, very hi-res, and then we will build the lower res off of that, and with the new John Carmack magic it will add all the details back in. We are getting to the point where people are really enjoying the ability to create cinematics that are basically film quality.



Click for larger imageRobert A. Duffy:
    When we were presented with the opportunity to work on DOOM 3, that was a bandwagon I jumped on with both feet, rallied and said, Yes, that's what we need to make, because the technology was right and the time was right, and I really felt that's what fans wanted. People wanted another DOOM game from id.



Click for larger imageNarrator:
    Gamers and press alike embraced DOOM as it took them through an uncomfortable journey filled with demons and monsters. A decade later, id Software brings back the title that defined the first-person action shooter, and makes it one of the most frightening places to be.



Click for larger imageTrent Reznor:
    The first time I had seen DOOM and played DOOM came at a very inopportune time. I had just finished the Downward Spiral album and our keyboard player at the time walked in with the shareware of DOOM. That halted any work we were getting done.



Click for larger image    They put a game out that really catered to my taste. It seemed politically incorrect and it seemed violent. It seemed like a game that could not have been made by a giant company. It was fun, it was addictive, it really just struck a chord with me, that don't give a shit attitude was one of the things that made it great. When I initially talked to John about the next project he was working on, and that being DOOM, I think one of the things that excited me about being involved in it, was because the games of today have the technology that allows a much more immersive environment. From a sound perspective, it's infinitely more creative. I am intrigued about what we will be able to pull off, in terms of really getting inside your head and making it an unpleasant place to be.



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