
A Visit to id Software
2 years ago
In 1993, Dan Linton, owner of a hugely successful BBS called Software Creations, visited Texas and made his way to id Software. This is the footage he recorded one night in November 1993.
Shown are several of id's employees at the time: Jay Wilbur, Shawn Green, John Romero, Dave Taylor, Sandy Petersen and Adrian Carmack. Bobby Prince was visiting to finish the music and create the sound effects.
This video has 21 minutes of me playing DOOM before the sound effects were put in as well as some early deathmatching with Shawn Green.
Shown are several of id's employees at the time: Jay Wilbur, Shawn Green, John Romero, Dave Taylor, Sandy Petersen and Adrian Carmack. Bobby Prince was visiting to finish the music and create the sound effects.
This video has 21 minutes of me playing DOOM before the sound effects were put in as well as some early deathmatching with Shawn Green.
M4V
00:31:52
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DOOM was a staple of IT shops everywhere I went in the 90's.
It's awesome to see a bunch of guys that developed the game excited about it in the same way I was. I was 13 back in '93, first saw DOOM being played at a local computer show that ran once a month. I bought it there & then, and that probably sealed the next 15 years or so for me. :)
Total kudos for taking the time to upload this.
SUCK IT DOWN
yes yes I was there for that lol
When I play doom its like revisiting a place I used to live in, I spent so many hours on it.
I read the book masters of doom and this vid brings some of the pages to life for me.
anyway it brings back a load of good memories.
Thanks for posting this.
great vid
blog.jwmusic.org/post/283477846/why-is-this-video-important-thirty-one-minutes
Thanks John!
Sure there was a lot of development in the early 80s and lone wolf enterprises in the mid 80s, but it was in the 90s with their 5-6 developers team plus producers, etc that the Golden Age of Computer Games came.
There was a lot of non-graphical innovations going on back then.
Great to see all the little differences to the final build.
You didn't have any, for instance, stock shotgun sounds at your disposal at the time? The sounds add so much to the overall experience, so I wonder why you guys didn't use proper placeholder sounds during the development.