![]() ![]() An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, was released on April 4, 2005, and released several months later for Xbox as well. The Xbox version is graphically similar to (although less detailed than) the original and features an additional two-player online co-operation mode. The game was developed for Windows and ported to Linux in 2004 five months later, it was also released for Mac OS X (ported by Aspyr) and Xbox (co-developed by Vicarious Visions). The game was finally released in August of 2004. Set on November 15 on Mars, Doom 3 is a horror-focused game unlike previous action-packed entries.ĭoom 3 had a long development schedule dating back to 2000, with a well-received demonstration at E3 in 2002, 2003, and 2004. We must stress that dynamic lighting – the alteration of light and shadow to actions in the game – seems trivial now, but only because innovative games like DOOM 3 introduced it to the world.Single-player, multiplayer Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. A demo reel showing a demon menacingly approaching the camera in a dimly lit sci-fi corridor demonstrated real time lighting and shadows – all rendered dynamically and at a fidelity not seen in a game prior. The world got its first taste of id Tech 4 in 2001 at an Apple event in Tokyo. Among these features were dynamic lighting and bump maps – features so ubiquitous that they’re employed even by lower-budget indie games today. These breakthroughs were no novel gimmicks for an early-aughts video game. “We had technology in DOOM 3 that was so new that we could not even hire artists that had experience because we were defining a whole new art style.” It was a technology showpiece,” says Tim Willits, who served as lead designer on the game. “With a group that small, everyone wears a lot of different hats.” Dynamic Lighting & Bump Mapping "We were a very small (team), maybe 12 people - 13 maybe,” said Duffy. The single player design and technological direction found its way to DOOM 3, with id developing a game that didn’t just expand on DOOM as a series, but what was possible in a video game – no small feat for a group of developers that would be considered tiny by modern industry standards. “It was one of those famous times internally where Carmack, on a dime one day, decided we were going to go back to DOOM and do DOOM 3,” recalls Duffy. Id Software’s next project, however, would not be a Quake title. ![]() “We had been exploring moving on to Quake 4 as a single player game and exploring technology directions for that because back then tech drove a lot of game design, versus the way it is now." "The way we started doing DOOM 3 was we finished Quake III Arena and, internally, we were looking at doing Quake 4,” continues Duffy. Today, we look at a moment in DOOM history that not only pushed the boundaries of the genre, but what a video game could even look like with id Tech 4 and the game that debuted it: DOOM 3. "I look at id Software as innovators in tech,” says Robert Duffy, CTO at id and a member of the team for over 20 years. Since then, the mainline DOOM series has strived to not just bring bigger and more badass battles against Hell with each entry but also push the technical envelope. When DOOM released in 1993, it wasn’t just a major gaming phenomenon – it was a technical marvel. ![]()
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