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PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Fri, 01 Oct 2010 06:46:41 UTC

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Contents

Articles

Overview 1 Quakeseries 1 Development 3 id Software 3 American McGee 14 David Kirsch 17 Graeme Devine 18 John D. Carmack 20 John Romero 26 Paul Jaquays 33 Tim Willits 38 Timothee Besset 39 Trent Reznor 42 Video games 51 Quake 51 Quake II 61

Quake III Arena 68

Quake 4 77

Enemy Territory: Quake Wars 83

Quake Live 87

Mods and TCs 90

Action Quake 2 90

ARQuake 92

Challenge ProMode Arena 93

DeFRaG 96

Malice 103

Nexuiz 106

Orange Smoothie Productions 108

OpenArena 111

Q2CTF 113

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Rocket Arena 117 Shrak 119 Smokin' Guns 121 Team Fortress 124 Tremulous 127 Urban Terror 132 Warsow 136 Weapons Factory 138 World of Padman 141

X-Men: The Ravages of Apocalypse 142

Machinima 144

Blahbalicious 144

Diary of a Camper 148

Operation Bayshield 153

Quad God 156

Quake done Quick 157

The Seal of Nehahra 161

Community 164 QuakeCon 164 QuakeNet 177 Professional players 179 av3k 179 Cooller 183 Cypher 186 fatal1ty 189 Sujoy 193 Toxjq 194 Tresh 196 Vo0 198

Engine and technology 200

Fast inverse square root 200 Fore Thought Entertainment QuakeWorld 207

GtkRadiant 209 id Tech 2 212 id Tech 3 214

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id Tech 4 221 id Tech 5 225 Jake2 228 MegaTexture 230 Misfit Model 3d 232 nxMakaqu 233

Quake Army Knife 234

Quake 2 Modeler 238 Quake engine 239 QuakeC 245 QuakeWorld 247 Miscellany 250 BFG10K 250

References

Article Sources and Contributors 251 Image Sources, Licenses and Contributors 257

Article Licenses

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1

Overview

Quake

Quake

series

series

TheQuakeQuakeseriesseriesis a line of first-person shooter video games produced by id Software.

Overview

Overview

The Quake series is somewhat unusual in that its focus changes frequently; the story of Quake II has nothing to do withQuake, andQuake III Arenahas little to do with either of its predecessors. This is mostly becauseQuake II was

srcinally intended to be a separate franchise (" Quake II " was a tentative title), a plan that was thwarted when most

of the other names id Software had tried to use were already taken.

Quake involves a marine traveling through alternate dimensions to prevent an invasion of inter-dimensional

monsters, a storyline somewhat similar to that of id's previous game Doom.

Quake II involves an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth. Most of the

subsequent entries in the Quake franchise follow this storyline.

Quake III has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race

known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in Doom(Doomguy, Crash, Phobos),Quake

(Ranger, Wrack) andQuake II (Bitterman, Tank Jr., Grunt, Major).

Quake IV picks up whereQuake II left off —finishing the war between the humans and Strogg. The spin-off Enemy Territory: Quake Warsacts as a prequel toQuake II , when the Strogg first invade Earth.

Setting Setting

TheStroggStroggare an alien race who serve as the primary antagonists inQuake II andQuake 4. They are a playable faction inQuake III: Team Arenaand Enemy Territory: Quake Wars. The Strogg are a warlike cybernetic race,

infamous for the systematic replacement of their ranks with prisoners of war and the modification of their bodies with mechanical weaponry and prosthetics. They maintain a massive global military-industrial complex with mines, ore refineries, light production plants and heavy industrial manufacturing facilities throughout Stroggos. Their heavy reliance on industry has created a toxic environment that has killed much of the native plant and animal life on Stroggos, and the remaining animals are subject to horrible mutation.

Games

Games

Main series Main series • Quake(1996)

• Quake Mission Pack 1: Scourge of Armagon(1997)

• Quake Mission Pack 2: Dissolution of Eternity(1997) • Quake II (1997)

• Quake II Mission Pack: The Reckoning(1998) • Quake II Mission Pack: Ground Zero(1998) • Quake III Arena(1999)

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''Quake'' series 2

• Quake III: Team Arena(2000)

• Quake Live(2010) • Quake 4(2005)

Spinoffs Spinoffs

• Quake Mobile(2005)

• Enemy Territory: Quake Wars (2007)

• Quake Arena DS (TBA)

Unofficial Ports Unofficial Ports • Quake Mobile (Symbian)

• Quake II Mobile (Symbian)

• Quake III Arena Mobile (Symbian)

• Quake DS

• Quake II DS

• Quake II HTML5

All unofficial ports require srcinal game files to work.

Upcoming games Upcoming games

John Carmack stated, at QuakeCon 2007, that the Id Tech 5 engine would be used for a new Quake game. He also stated that Quake (III) Arena would get a sequel at some point.

External links

External links

• IGN preview of Quake Mobile[1]

References

References

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3

Development

id Software

id Software

Type

Type Subsidiary of ZeniMax Media

Industry

Industry Computer and video games

Founded

Founded Dallas, Texas, U.S. (February 1, 1991)

Headquarters

HeadquartersMesquite, Texas, U.S.

Key people

Key people John Carmack, Technical Director

Todd Hollenshead, President Kevin Cloud, Executive Producer Tim Willits, Creative Director

Products

Products See complete products listing

Employees Employees 170+[1]

Parent

Parent ZeniMax Media

Website

Website www.idsoftware.com[2]

id Software

id Softwareis an American video game development company with its headquarters in Mesquite, Texas.[3]The company was founded in 1991 by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack (no relation to John Carmack).

On June 24, 2009, ZeniMax Media acquired the company.

History

History

The founders of id Software met in the offices of Softdisk developing multiple games for Softdisk's monthly publishing. These included Dangerous Daveand other titles. In September 1990, John Carmack developed an efficient way to perform rapid side-scrolling graphics on the PC. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 NES gameSuper Mario Bros. 3,

inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the demo, entitled "Dangerous Dave in Copyright Infringement", he realized that Carmack's breakthrough could mean fame and fortune, and the id Software guys immediately began moonlighting, going so far as to "borrow" company computers that were not being used over the weekends and at nights while they whipped together a full-scale carbon

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id Software 4

copy of Super Mario Bros. 3for the PC, hoping to license it to Nintendo.

Despite their work, Nintendo turned them down, saying they had no interest in expanding to the PC market, and that Mario games were to remain exclusive to Nintendo consoles. Around this time, Scott Miller of Apogee Software learned of the group and their exceptional talent, having played one of John Romero's Softdisk games, Dangerous Dave, and contacted Romero under the guise of multiple fan letters that Romero came to realize all srcinated from

the same address.[4] [5]When he confronted Miller, Miller explained that the deception was necessary since companies at that time were very protective of their talent and it was the only way he could get Romero to initiate contact with him. Miller suggested that they develop shareware games that he would distribute. As a result, the id Software team began the development of Commander Keen, a Mario-style side-scrolling game for the PC, once

again "borrowing" company computers to work on it at odd hours at the lake house at which they lived in Shreveport, Louisiana. On December 14, 1990, the first episode was released as shareware by Miller's company, Apogee, and orders began rolling in. Shortly after this, Softdisk management learned of the team's deception and suggested that they form a new company together, but the administrative staff at Softdisk threatened to resign if such an arrangement were made. In a legal settlement, the team was required to provide a game to Softdisk every two months for a certain period of time, but they would do so on their own. On February 1, 1991, id Software was founded.

The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as theCommander Keen,Wolfensteinand Doomgames. They would release the first part of their trilogy as shareware, then sell the other two installments by mail order. Only later (about the time of the release of

Doom II ) did id Software release their games via more traditional shrink-wrapped boxes in stores (through other game publishers).

On June 24, 2009, it was announced that id Software had been acquired by ZeniMax Media. The deal would eventually affect publishing deals id Software had before the acquisition, namely Rage, which was being published through Electronic Arts.[6]

Technology

Technology

Starting with their first shareware game series,Commander Keen, id Software has licensed the core source code for

the game, or what is more commonly known as the engine. Brainstormed by John Romero, id Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including Scott Miller, George Broussard, Ken Rogoway, Jim Norwood and Todd Replogle. One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of the Keen engine, but also how it worked internally.

Since then, id Software has licensed the Keenengine,Wolfenstein 3Dengine, Shadowcaster engine,[7] DOOM

engine, theQuake,Quake II , andQuake III engines, as well as technology used in making Doom 3. These engines have powered numerous notable titles, with their most successful engine being theQuake III engine.

In conjunction with his self-professed affinity for sharing source code, John Carmack has open-sourced most of the major id Software engines under the GPL license. Historically, the source code for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine. Wolfenstein 3D, DOOM andQuakeengine ports are ubiquitous to nearly all platforms capable of running games, such as

hand-held PCs, iPods, the PSP, the Nintendo DS and more. Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the srcinal Quakeengine along with a more efficient network protocol. Another

such project is ioquake3, which maintains a goal of cleaning up the source code, adding features and fixing bugs. The GPL release of theQuake III engine's source code was moved from the end of 2004 to August 2005 as the

engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.

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id Software 5

id Software publicly stated they would not support the Wii console,[8]although they have since indicated that they may release titles on that platform.[9]

Since id Software revealed their engine id Tech 5, they call their engines "id Tech", followed by a version number.[10]Older engines have retroactively been renamed to fit this scheme, with the Doom engine as id Tech 1.

Outside gaming

Outside gaming

id Software has also been associated with novels since the publication of the srcinal Doomnovels. This has been

restarted from 2008 onward with Matthew J. Costello's (a story consultant for Doom 3and now Rage) new Doom 3

novels:Worlds on Fireand Maelstrom.

id Software became involved in film development when they were in the production team of the film adaption of their Doomfranchise in 2005. In August 2007, Todd Hollenshead stated at QuakeCon 2007 that a Return to Castle Wolfensteinmovie is in development which re-teams theSilent Hillwriter/producer team, Roger Avary as writer and

director and Samuel Hadida as producer.

Linux

Linux

id Software was an early pioneer in the Linux gaming market[11], and id Software's Linux games have been some of the most popular of the platform. Many id Software games won the Readers' and Editors' Choice awards of Linux Journal.[12][13][14][15]Some id Software titles ported to Linux are Doom(the first id Software game to be ported), Quake,Quake II ,Quake III Arena, Return to Castle Wolfenstein,Wolfenstein: Enemy Territory, Doom 3,Quake 4, and Enemy Territory: Quake Wars. Since id Software and some of its licencees released the source code for some of

their previous games, several games which were not ported (such asWolfenstein 3D,Spear of Destiny, Heretic, Hexen, Hexen II , andStrife) can run on Linux and other operating systems through the use of source ports.

The tradition of porting to Linux was first started by Dave D. Taylor with David Kirsch doing some later porting. SinceQuake III ArenaLinux porting has been handled by Timothee Besset. The majority of all id Tech 4 games, including those made by other developers, have a Linux client available, the only current exception being

Wolfenstein. Similarly, almost all of the games utilizing the id tech 2 engine have Linux ports, the only exceptions

being those created by Ion Storm. Despite fears by the Linux gaming community that id Tech 5 would not be ported to that platform,[16]Timothee Besset in his blog has stated "I'll be damned if we don't find the time to get Linux builds done".[17]TTimo has stated that id Software's primary justification for releasing Linux builds is better code quality, along with a technical interest for the platform. John Carmack has expressed his stance with regard to Linux builds in the past: link[18]Todd Hollenshead has also expressed support for Linux: "All said, we will continue to be a leading supporter of the Linux platform because we believe it is a technically sound OS and is the OS of choice for many server ops."[19]

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id Software 6

Game series

Game series

Commander Keen Commander Keen

Screenshot of aCommander Keengame, Keen Must Die!

TheCommander Keenseries, a platform game introducing one of the first smooth side-scrolling game engines for the PC, brought id Software into the gaming mainstream. The game was very successful and spawned a whole series of titles. It was also the series of id Software that designer Tom Hall was most affiliated with.

Wolfenstein 3D Wolfenstein 3D

The company's breakout product was 1992's Wolfenstein 3D, a first person shooter (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent game play that

many gamers found engaging. After essentially founding an entire genre with this game, id Software created Doom,

Doom II ,Quake,Quake II ,Quake III Arena,Quake 4and Doom 3. Each of these first person shooters featured

progressively higher levels of graphical technology (and progressively higher minimum system requirements).

Wolfenstein 3Dspawned a prequel and a sequel, the prequel calledSpear of Destiny, and the second, Return to Castle Wolfenstein, used the id Tech 3 engine. A third "Wolfenstein" sequel has been released by Raven Software,

using theid tech 4engine.

Doom Doom

A screenshot from the first episode of Doom

Eighteen months after their release of Wolfenstein 3D, in 1993 id Software released Doom which would again set new standards for

graphic quality and graphic violence in computer gaming. Doom

featured a sci-fi/horror setting with graphic quality that had never been seen on personal computers or even video game consoles (in fact, the later console ports of the game featured notably poorer graphics than the srcinal DOS version). Doombecame a cultural phenomenon and

its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games. Doomwas ported to numerous platforms, inspired many knock-offs and was eventually followed by the technically similar Doom II . id Software made its mark

in video game history with the shareware release of Doom, and eventually revisited the theme of this game in 2004 with their release of Doom 3. John Carmack said in an interview at QuakeCon 2007 that there will be a Doom 4, it

has been in development since May 7, 2008.[20]

Quake Quake

The June 22, 1996, release of Quakemarked the second milestone in id Software history.Quakecombined a cutting edge fully 3D engine with a distinctive art style to create what was at the time regarded as a feast for the eyes. Audio was not neglected either, having recruited Nine Inch Nails frontman Trent Reznor to facilitate unique sound-effects and ambient music for the game. (A small homage was paid to Nine Inch Nails in the form of the band's logo appearing on an ammunition box.) It also included the work of Michael Abrash. Furthermore, Quake's main

innovation —the capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-run characters) over the Internet (especially through the add-on QuakeWorld ) seared the title into the minds of gamers as another smash hit.

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id Software 7

In 2008 id Software was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering workQuakerepresented in user modifiable games.[21]id Software is the only game development company ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for creation of the 3D technology that underlies modern shooter computer games.[22]

TheQuakeseries continued withQuake II in 1997. However, the game is not a storyline sequel, and instead focuses on an assault on an alien planet, Stroggos, in retaliation for Strogg attacks on Earth. Most of the subsequent entries in theQuakefranchise follow this storyline.Quake III Arena(1999), the next title in the series, has minimal plot, but centers around the "Arena Eternal", a gladiatorial setting created by an alien race known as the Vadrigar and populated by combatants plucked from various points in time and space. Among these combatants are some characters either drawn from or based on those in Doom("Doomguy"),Quake(Ranger, Wrack) andQuake II

(Bitterman, Tank Jr., Grunt, Stripe).Quake IV (2005) picks up whereQuake II left off —finishing the war between

the humans and Strogg. The spin-off Enemy Territory: Quake Warsacts as a prequel toQuake II , when the Strogg

first invade Earth. It should be noted that Quake IV and Enemy Territory: Quake Warswere made by outside developers and not id.

There have also been a few other spin off games such as Quake Mobile in 2005 andQuake Live, a Internet browser based modification of Quake III . A game calledQuake Arena DS is planned for the Nintendo DS . John Carmack

stated, at QuakeCon 2007, that the Id Tech 5engine would be used for a newQuakegame.

Rage Rage

Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine that is currently being developed by John Carmack. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's Doom 3to be done so.[23]At 2007's WWDC, John Carmack showed the new engine called id Tech 5.[24]Later that year, at QuakeCon 2007, the title of the new game was revealed as Rage.[25]

On July 14, 2008, id Software announced at the 2008 E3 event that they would be publishing Ragethrough

Electronic Arts, and not id's longtime publisher Activision[26]however, since then Zenimax has also announced that they are publishing Ragethrough Bethesda Softworks.[27]

On August 12th 2010, during Quakecon 2010, id Software announced that Ragewill have a US ship date of

September 13, 2011, and a European ship date of September 15, 2011.[28]During the keynote, id also demonstrated

Ragerunning on the iPhone at over 60 fps.[29]

Other games Other games

During its early days id Software produced much more random games, these include the early 3D first person shooter experiments that lead toWolfenstein 3Dand Doom — Hovertank 3DandCatacomb 3D. There was also the

Rescue Rover series, which had two games — Rescue Rover and Rescue Rover 2. Also there was John Romero's Dangerous Daveseries, which included such notables as the tech demo ( In Copyright Infringement ) which lead to theCommander Keenengine, and the decently popular Dangerous Dave in the Haunted Mansion. In the Haunted Mansionwas powered by the same engine as the earlier id Software gameShadow Knights, which was one of the

several games written by id Software to fulfill their contractual obligation to produce games for Softdisk, where the id Software founders formerly were employed. Id Software has also overseen several games using its technology that were not made in one of their IPs such as Shadowcaster , (early-id Tech 1), Heretic, Hexen(id Tech 1), Hexen II

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id Software 8

Controversy

Controversy

id Software was the target of controversy over two of their most popular games, Doomand the earlierWolfenstein 3D:

Doom Doom

Doomwas and remains notorious for its high levels of violence, gore, and satanic imagery, which have generated much controversy from a broad range of groups. Yahoo! Games has it listed as one of the top ten controversial games of all time. It has been criticized numerous times by religious organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder David Grossman. Doom

prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing, and in 1994 led to unsuccessful attempts by Washington state senator Phil Talmadge to introduce compulsory licensing of VR use.

The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like fucking Doom" and that his

shotgun was "straight out of the game". A rumor spread afterwards that Harris had designed Doomlevels that looked like the halls of the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing these levels over and over. Although Harris did design Doomlevels, they were not simulations of Columbine High School.

Wolfenstein 3D Wolfenstein 3D

As forWolfenstein 3D, due to its use of Nazi symbols such as the Swastika and the anthem of the Nazi Party, Horst-Wessel-Lied , as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994. Despite the fact that Nazis are portrayed as the enemy inWolfenstein, the use of those symbols is a federal offense in Germany unless certain circumstances apply. Similarly, the Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994.

Due to concerns from Nintendo of America, the Super NES version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted inThe Official DOOM Player Guideabout the reaction toWolfenstein, claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version was not as successful as the PC version.

Company name

Company name

The name of the company is currently written with a lowercaseid , which is pronounced as in "did" or "kid", and is

presented by the company as a reference to the id, a psychological concept introduced by Sigmund Freud. Evidence of the reference can be found as early asWolfenstein 3Dwith the statement "that's Id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Even today, id's History page makes a direct reference to Freud.[30]

However, when working at Softdisk, the team that later founded id Software took the name "Ideas from the Deep" (a company created by John Romero and Lane Roathe in 1989), attributing themselves as the "IFD guys". Since "id" can be seen as a shortening of IFD to "ID", some have been led to believe that it can be pronounced "eye-dee". The logo was srcinally capitalized, but was made lowercase with the release of Doom. It has never been the mixed-case "iD".

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id Software 9

Some assume that "id" - if the two letters are pronounced separately in German - it is supposed to sound like "Idee", the German word for "idea". This, however, has been proven to be a false assumption.

In the book, Masters of Doom, it is said that the name 'id' came from the phrase, "in demand."

Key figures

Key figures

In 2003, the book Masters of Doomchronicled the development of id Software, concentrating on the personalities and interaction of John Carmack and John Romero. Below are the key people involved with id's success.

John Carmack John Carmack

The lead programmer for id Software is John Carmack, whose skill at 3D programming is widely recognized in the software industry. He is the last of the srcinal founders still employed by the company.

John Romero John Romero

John Romero, who was forced to resign after the release of Quake, later formed the ill-fated company Ion Storm. There, he became infamous through the development of Daikatana, which got mediocre reception from reviewers and gamers alike upon release. Romero now heads the Cyberathlete Professional League Board of Directors and is currently developing an MMO for his new company, Slipgate Ironworks.

Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s.

Tom Hall Tom Hall

Tom Hall was forced to resign by id Software during the early days of Doomdevelopment, but not before he had

some impact; he was responsible, for example, for the inclusion of teleporters in the game. He was let go before the shareware release of Doomand then went to work for Apogee, developing Rise of the Triad with the "Developers of Incredible Power". When he finished work on that game, he found he was not compatible with the Preydevelopment

team at Apogee, and therefore left to join his ex-id compadre John Romero at Ion Storm. Hall has frequently commented that if id Software ever sold him the rights toCommander Keenhe would immediately develop another Keen title.

Sandy Petersen Sandy Petersen

Sandy Petersen was a level designer for 19 of the 27 levels in the srcinal Doomtitle as well as 17 of the 32 levels of

Doom II . As a fan of H.P. Lovecraft, his influence is apparent in the Lovecraftian feel of the monsters forQuake, and

he created the fourth and final "episode" of the game. He left id Software during the production of Quake II and most of his work was scrapped before the title was released.

American McGee American McGee

American McGee was a level designer for Doom II ,The Ultimate Doom,Quake, andQuake II . He was fired after the

release of Quake II , then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice. After leaving Electronic Arts, he became an independent entrepreneur and game

developer. McGee now heads independent development house Spicy Horse in Shanghai, where he's working on a sequel to "Alice".[31][32]

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id Software 10

Original owners

Original owners

• John Carmack, Technical director • John Romero, level artist • Adrian Carmack, artist • Tom Hall, Game designer

Games

Games

Developer Developer • Dangerous Dave(1988)[33] • Commander Keen

• Episode 1: Marooned on Mars(1990) • Episode 2:The Earth Explodes(1991) • Episode 3: Keen Must Die(1991)

• Keen Dreams(1991)

• Episode 4:Secret of the Oracle(1991)

• Episode 5:The Armageddon Machine(1991)

• Episode 6: Aliens Ate My Baby Sitter (1991) • Dangerous Dave in the Haunted Mansion(1991)

• Rescue Rover (1991)

• Rescue Rover 2(1991) • Shadow Knights(1991)

• Hovertank 3D(1991)

• Catacomb 3D: A New Dimension(1991) re-released asCatacomb 3-D: The Descent

• Wolfenstein 3D(1992)

• Spear of Destiny(1992) • Doom(1993)

• The Ultimate Doom(1995)[34] • Doom II: Hell on Earth(1994)

• Master Levels for Doom II (1995) • Final Doom(1996)

• Quake(1996) • id Anthology(1996)[35]

• Quake II (1997)

• Quake III Arena(1999) • Quake III: Team Arena(2000)

• Doom: Collector's Edition(2001) • Doom 3(2004)

• Quake Live(2009 - Beta) • Wolfenstein 3D Classic(2009)[36] • Doom Classic(2009)[37]

• Rage(2011) • Doom 4(TBA)[38]

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id Software 11

Publisher or producer Publisher or producer • Heretic —Raven Software (1994) • Hexen —Raven Software (1995) • Hexen II —Raven Software (1997)

• Towers of Darkness: Heretic, Hexen & Beyond [39](1997)[40]

• Quakeexpansion packs

• Scourge of Armagon —Ritual Entertainment (1997) • Dissolution of Eternity —Rogue Entertainment (1997)

• Quake: The Offering[41](1998)[42] • Quake II expansion packs

• The Reckoning —Gray Matter Interactive (1998) • Ground Zero —Rogue Entertainment (1998) • Quake II: Quad Damage[43](1999)[44]

• Return to Castle Wolfenstein —Gray Matter Interactive, Nerve Software (multiplayer) (2001) • Wolfenstein: Enemy Territory —Splash Damage (2003)

• Doom 3: Resurrection of Evil —Nerve Software (2005) • Quake 4 —Raven Software (2005)

• Doom RPG —Fountainhead Entertainment (2005) • Orcs & Elves —Fountainhead Entertainment (2006) • Enemy Territory: Quake Wars —Splash Damage (2007) • Wolfenstein RPG —Electronic Arts (2008)

• Doom Resurrection —Escalation Studios (2009) • Wolfenstein —Raven Software (2009) • Quake Arena Arcade —Pi Studios (TBA)

Additional reading

Additional reading

• Kushner, David (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture,

New York: Random House. ISBN 0-375-50524-5.

References

References

[1] http://www.vg247.com/2010/08/16/interview-id-softwares-todd-hollenshead/ [2] http://www.idsoftware.com/

[3] " Business (http://www.idsoftware.com/business/)." id Software. Retrieved on May 12, 2010.

[4] "Interview with John Romero" (http://www.3drealms.com/news/2006/05/the_apogee_legacy_19.html). 2006-05-15. . Retrieved 2010-07-12.

[5] "20 Years of Evolution: Scott Miller and 3D Realms" (http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_. php). 2009-08-21. . Retrieved 2010-07-12.

[6] Remo, Chris (2009-06-24). "Bethesda Parent ZeniMax Acqui res id Software" (htt p://www.gamasutra.com/php-bin/news_index. php?story=24183). Gamasutra. . Retrieved 2009-06-24.

[7] Kushner, David (2004). Masters of Doom(paperback ed.). Random House Publishing Group. pp. 119 – 122. ISBN 0-8129-7215-5. [8] "id Software boss unconvinced by Wii" (http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/). 2009-04-12. . [9] "id Properties Coming to Wii" (http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii) from Cubed3

[10] "id Software: Technology licensing" (http://www.idsoftware.com/business/technology). idsoftware.com. . Retrieved 2007-07-15. [11] HEXUS.gaming - Feautre - Linux Gaming (http://gaming.hexus.net/content/item.php?item=1011&page=3) Jo Shields, March 25, 2005 [12] 1997 Readers' Choice Awards (http://www.linuxjournal.com/article/2438?page=0,1) Linux Journal, December 1997

[13] 2000 Readers' Choice Awards (http://www.linuxjournal.com/article/4323?page=0,1) Linux Journal, November 2000

[14] Linux Journal Announces Winners of 8th Annual Read ers' Choice Awards (http://www.linuxjournal.com/article/6380) Linux Journal, October 2002

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id Software 12

[16] Bad news. id Softw are really is abandoning Linux . - Ubuntu Forums (http://ubu ntuforums.org/showthread.php?t=1244727"). Retrieved 2009-09-16.

[17] id Software and Linux - TTimo's blog (http://ttimo.vox.com/library/post/id-software-and-linux.html) [18] http://games.slashdot.org/comments.pl?sid=9265&cid=573583

[19] id Software on Linux: "disappo inting" and "support night mar (http://gam es.slashdot.org/comments.pl?sid=9265&cid=573754) from Slashdot

[20] QuakeCon 2007: John Carm ack Talks Rage, id Tech 5 And More (ht tp://www.gameinformer.com/News/Story/200708/N07.0803. 1731.12214.htm?Page=2)

[21] 2008 Tech Emmy Winners (http://kotaku.com/342028/2008-tech-emmy-winners) from Kotaku.com

[22] "John Carmack and id Software's pioneering development work in 3d games recognized with two Technology Emmy Awards" (http:// www.shacknews.com/docs/press/010710_id_carmack_emmys.x) from Shacknews

[23] "New IP Coming From id Software" (http://tgnforums.stardock.com/?forumid=141&aid=154029). Totalgaming.net. 2007-05-31. . Retrieved 2007-06-01.

[24] "WWDC: Game On" (http://www.macrumors.com/2007/06/11/wwdc-game-on/). MacRumors. 2007-06-11. . Retrieved 2007-06-11. [25] "id Reveals Rage, Implies PS3, 360 and PC Versions " (http://shac knews.com/onearticle.x/48289). shacknews. 2007-08-03. . Retrieved

2007-08-03.

[26] "id Software, EA Partner For RAG E Publishing Deal" (http: //www.computerandvideogames.com/article.php?id=193022). . [27] "Zenimax/Bethesda to publi sh RAGE" (http://bethblog.com/index.php/2009/12/15/bethesda-softworks-to-publish-rage/). . [28] "id shows more Rage and announces release date" (http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462). . [29] "id Unleashes Impressive Rage On The iPhon e" (http://kotaku.com/5611523/id-unleashes-rage-on-the-iphone). . from Koataku.com [30] id's History page (http://www.idsoftware.com/business/history/)

[31] "The Return of American McGe e's Alice Set For PC , Consoles" (http://kota ku.com/5156821/ the-return-of-american-mcgees-alice-set-for-pc-consoles).kotaku.com. 2006-02-19. . Retrieved 2009-02-20.

[32] "EA and Spicy Hors e Return to Wonderla nd for All-New Ali ce Title" (http://investor.ea.com/releasedetail.cfm?ReleaseID=366638).

ea.com. 2009-02-19. . Retrieved 2009-02-20.

[33] Dangerous Daveis a solo project of John Romero predating id's formation, but id Software produced its first sequel and it is sometimes regarded as an early id Software title. Later Dangerous Dave sequels were not made by id, nor were laterCatacombtitles.

[35] id Anthologyis a compilation consisting of all of id Software's games, with the exception of the Hereticand Hexenseries. Since only 10,000 copies were made, this compilation is often sought by collectors.

[36] Announcement of Wolfenstein 3D Classic(http://www.idsoftware.com/wolfenstein3dclassic/) from official id home page [37] Announcement of Doom Classicprogress (http://www.idsoftware.com/iphone-doom-classic-progress/) from official id home page [38] Announcement of Doom 4(http://www.idsoftware.com/) from official id home page

[39] Towers of Darkness: Heretic, Hexen & Beyond is a compilation containing Heretic: Shadow of the Serpent Riders, Hexenand Hexen: Deathkings of the Dark Citadel.

[40] http://www.mobygames.com/game/towers-of-darkness-heretic-hexen-beyond

[41] Quake: The Offeringis a compilation containing the srcinal Quakeand the two official expansion packs.

[42] http://www.mobygames.com/game/quake-the-offering

[43] Quake II: Quad Damageis a compilation containingQuake II , the two official expansion packs andQuake II Netpack I: Extremities. [44] http://www.mobygames.com/game/windows/quake-ii-quad-damage

External links

External links

• Official id Software website (http://www.idsoftware.com/) • ZeniMax Media Inc. (http://www.zenimax.com/)

• id Softwareprofile (http://www.mobygames.com/company/id-software-inc) at MobyGames • Total id Games (http://id.totalgamingnetwork.com/)

Articles Articles

• "E3 2007: id Into the Future" (http://pc.ign.com/articles/804/804112p1.html)

• "The Wizardry of Id" (http://web.archive.org/web/20050325063428/http://www.spectrum.ieee.org/ WEBONLY/publicfeature/aug02/id.html) article by David Kushner from IEEE Spectrum Online • " A Chat With id Software (http://www.gamespy.com/e32002/pc/id/)", a GameSpy interview with people at

id Software

• " A Look Back at Commander Keen (http://www.3drealms.com/keenhistory/)" at 3D Realms, includes some details on the history of id

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id Software 13

• " Q&A with id Software's Kevin Cloud and Steve Nix (http://www.usatoday.com/tech/bonus/2007-07-16-q& a-id_N.htm?csp=34)"

• " id Software's Todd Hollenshead and Tim Willits on Games for Wind ows, digital distribution and the studio's future. (http://www.gamesindustry.biz/content_page.php?aid=27037)"

• " Interview: id Software's Kevin Cloud & Steve Nix (http://www.shacknews.com/featuredarticle.x?id=488)" • " A look inside id Software with High Definition video and pictures. (http://www.quakeunity.com/article=13)"

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American McGee 14

American McGee

American McGee

American McGee American McGee American McGee in 2004. Born

Born American James McGee December 13, 1972

Occupation

OccupationGame designer

Known for

Known for American McGee's Alice, Doom II, Quake

Website Website

www.americanmcgee.com[1]

American James McGee

American James McGee(born December 13, 1972) is an American game designer.

Career

Career

American McGee began his career at id Software.[2]He worked on such games as Doom, Doom II ,Quake, and

Quake II in the areas of level design, music production, sound effects development, and programming. In 1998, he

moved to Electronic Arts, where he worked as a creative director on many projects and also created his own game,

American McGee's Alice. After finishing Alice, he left Electronic Arts and founded his first company, The Mauretania Import Export Company, of which he was the president.

McGee produced the gameScrapland with Enlight Software in 2004, and later released Bad Day L.A.in 2006 with the same partners. American McGee's Oz, which was being produced in conjunction with Ronin Games, was

canceled when Atari hit some financial difficulties. American McGee's Grimmhas been developed by his Shanghai-based game development studio, Spicy Horse, for the online service GameTap. It was released on GameTap starting in 2007 in twenty-three weekly episodic segments.

At the 2009 D.I.C.E. Summit, it was announced by Electronic Arts CEO, John Riccitiello, that a sequel to American McGee's Aliceis in development for PC, PlayStation 3 and Xbox 360 by American McGee's Spicy Horse studio.[3] [4]In July 2010, at the EA Showcase in San Francisco, Spicy Horse and EA announced that sequel has a name, Alice: Madness Returns, and that it will be released sometime in 2011.

More recently, McGee's Spicy Horse has expanded to include another brand, Spicy Pony[5], to produce digital mobile media games for the iPhone platform. Their first title, DexIQ[6], was released in early December, 2009, and its follow-up title, Crooked House[7], came along in March of 2010, and then both titles released iPad versions in June.

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American McGee 15

Films

Films

McGee has been successful in selling his game visions to Hollywood. He has written a script for Jerry Bruckheimer and Disney, translating his conceptOzinto a screenplay. He planned to expand this first story into a trilogy, focusing

on the adventures of Arthur instead of Dorothy, as described in the srcinal children ’s books by L. Frank Baum. Plans for Disney's Oz is now in pre-production, tentatively titled "Oz: The Great and Powerful" with a script being written by Mitchell Kapner. Disney is in talks with Sam Raimi to direct.[8]The story focuses on the Wizard and how he came to be, long before Dorothy's arrival in Oz. With this news, it is likely that American McGee's vision has been abandoned.[9]

As far as the film rights to his first branded game Alice is concerned, McGee sold the film rights to

Miramax/Dimension in 2004. Miramax passed the rights on to 20th Century Fox, and then the following year, they transferred to Universal Pictures. McGee maintains credit as the creator of his vision of Aliceand is listed as a producer of the film.[10]This version has no relation to the 2010 movie by Tim Burton.

Personal life

Personal life

His stated mission is "to create a unified production method for story telling across the interactive and film industries" and of himself, he says, "I want to be the next Walt Disney, only a little more wicked."

Upon inquiry about his unusual name: "My mom was a hippie. I'm not sure how else to put that... She claims a woman she knew in college, who named her daughter 'America', inspired the name. She also tells me that she was thinking of naming me 'Obnard'. She was and always has been a very eccentric and creative person."[11]

In 2005, McGee left the United States for the People's Republic of China, first residing in the city of Hong Kong, then on Lamma Island, and finally settling in Shanghai.[12]Once in China, he created Spicy Horse, now the largest independent game development house in the nation, and helped found Blade (formerly Vykarian), a game outsourcing company. They produced American McGee's Grimmfor GameTap (now owned by Metaboli) and are now working on the much-anticipated sequel to his srcinal Alicegame, Alice: Madness Returns.

Works

Works

• 1994 - Wolfenstein 3D, Tester (Atari Corporation) • 1994 - Doom II: Hell on Earth, Level Designer (id Software)

• 1994 - Doom, Level Designer (SEGA of America)

• 1995 - The Ultimate Doom, Level Designer (GT Interactive Software Corp) • 1995 - Doom, Tester (Williams Entertainment Inc.)

• 1996 - Quake, Level Designer, Sound Designer, Tools Programmer (id Software) • 1996 - H!Zone, Co-Producer (WizardWorks Software)

• 1996 - Hexen: Beyond Heretic, Co-Producer (GT Interactive Software Corp)

• 1996 - Final Doom, Level Designer (id Software and Atari Inc.)

• 1997 - Quake Mission Pack 1: Scourge of Armagon, Level Designer (id Software)

• 1997 - Quake Mission Pack 2: Dissolution of Eternity, Level Designer (id Software)

• 1997 - Quake II, Level Designer, Sound Designer, Tools Programmer (Activision, Inc.)

• 1997 - Doom 64, Level Designer (Midway Games)

• 1998 - Dominion: Storm Over Gift 3, Sound Designer (Eidos Interactive)

• 2000 - Timeline, Co-Designer, Co-Writer (Eidos Interactive)

• 2000 - American McGee's Alice, Creative Director, Co-Writer, Designer (Electronic Arts)

• 2004 - American McGee Presents: Scrapland , Producer (Enlight Interactive)

• 2006 - American McGee Presents: Bad Day L.A., Creative Director, Writer, Co-Designer (Akella) • 2008 - American McGee's Grimm, Project Leader, Creative Director, Co-Writer, Co-Designer (GameTap)

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American McGee 16

• 2009 - DexIQ, Project Leader, Creative Director (Spicy Pony)

• 2010 - American McGee's Little Red Riding Hood

• 2011 - Alice: Madness Returns, Creative Director, Co-Writer, Designer (Spicy Horse) (EA)

See also

See also

• Alice, game-derived film

• dredg, "Same Ol' Road" music video directed by McGee[13]

External links

External links

• Official website[1]

• American McGee's entry[14]at MobyGames

References

References

[1] http://www.americanmcgee.com/

[2] "The Great American (McGee) Game" (http://www.wired.com/culture/lifestyle/news/2000/12/40726).wired.com. . Retrieved 2009-02-20.

[3] "The Return of American McGe e's Alice Set For PC , Consoles" (http://kota ku.com/5156821/ the-return-of-american-mcgees-alice-set-for-pc-consoles).kotaku.com. 2006-02-19. . Retrieved 2009-02-20.

[4] "EA and Spicy Hors e Return to Wonderla nd for All-New Alic e Title" (http://investor.ea.com/releasedetail.cfm?ReleaseID=366638).

ea.com. 2009-02-19. . Retrieved 2009-02-20. [5] http://www.spicypony.cn/

[6] http://www.dexiq.com/

[7] http://www.spicypony.cn/crookedhouse/index.htm

[8] Sam Raimi circles 'Wizard of Oz' prequel 'Spiderman' helmer in talks for Disney's 'Powerful' pic (http://www.variety.com/article/ VR1118020637.html?categoryid=13&cs=1&ref=vertfilm&cache=false)

[9] http://www.deadline.com/2010/05/alice-hits-1-billion-mark-as-disney-and-other-studios-tap-public-domain-tales/#more-44095 [10] Alice (2010) - Full cast and crew (http://www.imdb.com/title/tt0466663/fullcredits#writers)

[11] "American McGee's Personal Website and Weblog" (http://web.archive.org/web/20050403214430/http://www.americanmcgee.com/ blosxom.cgi/faq/).americanmcgee.com. Archived from the srcinal (http://www.americanmcgee.com/blosxom.cgi/faq/) on 2005-04-03. . Retrieved 2009-02-20.

[12] "An American (McGee) In Shanghai" (http://kotaku.com/5125130/an-american-mcgee-in-shanghai).kotaku.com. 2009-01-07. . Retrieved 2009-02-20.

[13] "RES ALERT December 5, 2002" (http://www.res.com/resalerts/resalert20021205.html).res.com. . Retrieved 2009-02-20. [14] http://www.mobygames.com/developer/sheet/view/developerId,823/

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David Kirsch 17

David Kirsch

David Kirsch

Zoid celebrating Oktoberfest David "Zoid" Kirsch

David "Zoid" Kirsch is a computer game designer and programmer. His first notable project was Threewave CTF (Capture the flag) modification forQuake, in 1996. He was hired by id Software in 1997 to develop the CTF modes, which he over time implemented forQuake II (see Q2CTF) andQuake III Arena.

He was also one of the leading programmers of QuakeWorld . At id, he was also one of the people responsible for maintaining the Linux ports of id games.

In 2000, Kirsch departed id to work in Retro Studios. There, he ultimately ended up as a senior programmer for Metroid Primeand

Metroid Prime 2: Echoes.

Kirsch is currently employed by Valve Corporation, working on

Left 4 Dead .

External links

External links

• profile at n-sider[1]

• MobyGames developer profile[2]

References

References

[1] http://www.n-sider.com/personnelview.php?personnelid=1073 [2] http://www.mobygames.com/developer/sheet/view/developerId,74201/

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Graeme Devine 18

Graeme Devine

Graeme Devine

Graeme Devine Graeme Devine

Devine demonstrating Halo Warsat Penny Arcade Expo, 2008

Known for

Known for Video game development

Graeme Devine

Graeme Devineis a computer game designer and programmer who co-founded Trilobyte, created bestselling games

The 7th Guest andThe 11th Hour , and designed id Software'sQuake III Arena. He was also Chairman of the

International Game Developers Association (IGDA) from 2002-2003. One of Graeme's trademarks is his Scooby-Doo wardrobe[1].

Biography

Biography

Devine was born in Glasgow, Scotland and began his career working on the TRS-80 at age 14 in the late 1970s. He joined Atari at age 16 to port their classic game Pole Positionto home computers, including the Commodore 64,

Apple IIe and ZX Spectrum. He also worked for Lucasfilm's Games Division, Activision UK, and Virgin Interactive. Devine founded Trilobyte in December 1990 with Rob Landeros. He designed the srcinal concept and was the lead programmer on the 1992 horror game The 7th Guest and its sequel The 11th Hour . The 7th Guest was a

phenomenon, selling 2 million copies, and is credited (along with the game Myst ) with encouraging the use of CD-ROM drives for games.

After the demise of Trilobyte in the late 1990s, Devine joined id Software to work as a designer on Quake III Arena

andQuake III Team Arena. At id he gained recognition in the Mac gaming community for supporting development

on the platform. He also worked on the Game Boy Advance versions of Commander Keen(2001),Wolfenstein 3D, and Doom II , and was a programmer on Doom 3until he moved to Ensemble in August 2003. Matthew J. Costello,

who worked with Devine inThe 7th Guest , would also help plot Doom 3and, like7th Guest , later novelize it.

Devine then took the Lead Designer position for Halo Wars, an RTS for the Xbox 360. In February 2008 Devine was named one of the Top 100 Developers in the Video game Industry[2]. Devine is currently employed by Apple, working on an unnamed project for the iPhone group.[3][4]

Devine is also one of the forefathers of file compression. The gameThe 7th Guest made extensive use of movie

footage, which required a great deal of disk space. Most games in the industry at that point were still shipping on floppy disks, which could only hold about 1 Megabyte of data each.The 7th Guest used roomier CD technology, but there was still a limit to how many CDs could practically be used for a single game. File compression technology at

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Graeme Devine 19

the time, especially for videos which could run into hundreds of megabytes, was still in a primitive state. However, Devine innovated a way to compress movie files, so Trilobyte could fit two hours of footage, along with the game itself, onto only two CDs[1].

External links

External links

• Graeme Devine profile[5]at MobyGames

References

References

[1] "Haunted Glory: The Ri se and Fall of Tri lobyte" (http://www.gamespot.com/features/btg-tri/) from GameSpot

[2] "THE NEXT-GEN HOT 100 DEVELOPERS 2008" (http://www.next-gen.biz/index.php?option=com_content&task=view&id=8736& Itemid=2&limit=1&limitstart=7) from Next-Generation

[3] "Halo Wars, 7th Guest Dev Lands Job at Appl e (kotaku)" (http://kotaku.com/5281682/halo-wars-7th-guest-dev-lands-job-at-apple). . [4] "Interview: John Carmack and Tom Mustaine on Doom, iPhone Desires, and the Future of id Mobile (shacknews)" (http://www.shacknews.

com/featuredarticle.x?id=1156&page=2). .

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John D. Carmack 20

John D. Carmack

John D. Carmack

John Carmack John Carmack Carmack at the 2010 GDC Born Born August 20, 1970 Roeland Park, Kansas

Residence

Residence Mesquite, Texas

Occupation

Occupation Technical Director, id Software

Founder, Armadillo Aerospace

Spouse

Spouse Katherine Anna Kang

Children

Children 1

John D. Carmack II

John D. Carmack II(born August 20, 1970) is an American game programmer and the co-founder of id Software. Carmack was the lead programmer of the id computer gamesWolfenstein 3D, Doom,Quake, their sequels and the

Commander Keen series of games.

Though Carmack is best known for his innovations in 3D graphics, he is also a rocketry enthusiast and the founder and lead engineer of Armadillo Aerospace.

Biography

Biography

Youth Youth

Carmack, son of local television news reporter Stan Carmack, grew up in the Kansas City Metropolitan Area where he became interested in computers at an early age. He attended Shawnee Mission East High School in Prairie Village, Kansas and Raytown South High School in nearby Raytown, Missouri. As reported in David Kushner's

Masters of Doom, "when Carmack was 14, he broke into a school to steal Apple II computers, was arrested, and sent for psychiatric evaluation (the report mentions "no empathy for other human beings"). Carmack was then sentenced to a year in a juvenile home[1]. ... he was asked "if you had not been caught, would you consider doing it again?" he answered "probably" but when the therapist presented this evaluation he neglected to repeat "if you had not been caught" from his statement".[2]He attended the University of Missouri – Kansas City for two semesters before

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John D. Carmack 21

Game programming Game programming

Softdisk, a computer company in Shreveport, Louisiana, hired Carmack to work on Softdisk G-S (an Apple IIGS

publication), uniting him with John Romero and other future key members of id Software such as Adrian Carmack (not related). Later, this team would be placed by Softdisk in charge of a new, but short-lived, bi-monthly game subscription product calledGamer's Edgefor the IBM PC (MS-DOS) platform. In 1990, while still at Softdisk,

Carmack, Romero, and others created the first of the Commander Keen games, a series which was published by Apogee Software, under the shareware distribution model, from 1991 onwards. Afterwards, Carmack left Softdisk to co-found id Software, where he remains.

He has pioneered or popularised the use of many techniques in computer graphi cs, including "adaptive tile refresh" for Commander Keen, raycasting for Hovertank 3-D,Catacomb 3-D, andWolfenstein 3-D, binary space partitioning

which Doombecame the first game to use, surface caching which he invented for Quake, Carmack's Reverse

(formally known as z-fail stencil shadows) which he devised for Doom 3, and MegaTexture, used in Enemy Territory: Quake Wars. While he was not the first to discover Carmack's Reverse, he developed it independently without knowing of the prior research done on the subject.

Carmack's engines have also been licensed for use in other influential first-person shooters such as Half-Life,Call of Dutyand Medal of Honor .

When Carmack was on vacation with his wife, he ended up playing some games on her cellphone, and he concluded that the games weren't any good. He then decided he was going to make a good mobile game. When he got back from his vacation he revealed that he had started working on Doom RPG.[3]

Games

Games

Titles are listed below in reverse chronological order.

This list is incomplete.

Date

Date of of Release Release Title Title Developer Developer Publisher Publisher Credited Credited forfor

TBA Doom 4 id Software Bethesda Softworks

Technical Director, Engine programmer, Developer

September 13, 2011[4]

Rage id Software Bethesda Softworks

Technical Director, Engine programmer, Developer

August 18, 2009 Wolfenstein Raven S oftware Activision

Blizzard

Engine Programmer

September 28, 2007

Enemy Territory: Quake Wars Splash Damage Activision programming

May 1, 2006 Orcs & Elves Fountainhead

Entertainment

Electronic Arts producer/programmer/writer

October 18, 2005 Quake 4 Raven Software Activision technical director

September 13, 2005

Doom RPG Fountainhead Entertainment

id Software producer/programmer

April 3, 2005 Doom 3: Resurrection of Evil Nerve Software Activision technical director

August 3, 2004 Doom 3 id Software Activision technical director

November 19, 2001

Return to Castle Wolfenstein id Software Activision technical director December 15,

2000

Quake III: Team Arena id Software Activision programming

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John D. Carmack 22

December 9, 1997 Quake II id Software Activision programming

March 31, 1997 Doom 64 Midway Games Midway Games programming

June 22, 1996 Quake id Software id Software programming

May 31, 1996 Strife Rogue Entertainment Velocity engine programmer

October 30, 1995 Hexen: Beyond Heretic Raven Software id Software 3D engine 1996 Final Doom id Software GT Interactive programming December 23,

1994

Heretic Raven Software id Software engine programmer October 10, 1994 Doom II: Hell on Earth id Software GT Interactive programming December 10,

1993

Doom id Software id Software programming 1993 Shadowcaster Raven Software Origin Systems 3D engine

September 18, 1992

Spear of Destiny id Software FormGen software engineer

May 5, 1992 Wolfenstein 3D id Software Apogee Software programming

1991 Catacomb 3-D id Software Softdisk programming

1991 Commander Keen: Aliens Ate My Babysitter!

id Software FormGen programming

December 15, 1991

Commander Keen: Goodbye Galaxy!

id Software Apogee Software programming

1991 Commander Keen: Keen Dreams id Software Softdisk programming 1991 Shadow Knights id Software Softdisk design/programming 1991 Rescue Rover 2 id Software Softdisk programmer 1991 Rescue Rover id Software Softdisk programmer

1991 Hovertank 3D id Software Softdisk programming 1991 Dangerous Dave in the Haunted

Mansion

id Software Softdisk programming

December 14, 1990

Commander Keen: Invasion of the Vorticons

id Software Apogee Software programming

1990 Slordax: The Unknown Enemy Softdisk Softdisk programming 1990 Catacomb II Softdisk Softdisk developer 1990 Catacomb Softdisk Softdisk programmer 1990 Dark Designs II: Closing the Gate Softdisk Softdisk programmer/designer 1990 Dark Designs: Grelminar's Staff John Carmack Softdisk developer 1990 Tennis John Carmack Softdisk developer 1990 Wraith: The Devil's Demise John Carmack Nite Owl

Productions

developer

1989 Shadowforge John Carmack Nite Owl Productions

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John D. Carmack 23

Armadillo Aerospace

Armadillo Aerospace

Carmack during the 2005 X PRIZE Cup in Las Cruces and Alamogordo, New Mexico

Around the year 2000, Carmack became interested in rocketry, a hobby of his youth. Reviewing how much money he was spending on customizing Ferraris, he realized he could do significant work in rocketry and aerospace. He began by giving financial support to a few local amateur groups before starting Armadillo Aerospace. He taught himself aerospace engineering and is the lead engineer of the company. Since then he has made steady progress toward his goals of suborbital space flight and eventual orbital vehicles. In October 2008, Armadillo Aerospace competed in a NASA contest known as the Lunar Lander Challenge, winning first place in the Level 1 competition along with $350,000. In September 2009 they completed Level 2 and were awarded $500,000.[5][6][7]

Free software

Free software

Carmack is a well-known advocate of open source software, and has repeatedly voiced his opposition to software patents, which he equates to "mugging someone".[8]He has also contributed to open source projects, such as starting the initial port of the X Window System to Mac OS X Server and working to improve the OpenGL drivers for Linux through the Utah GLX project.

Carmack released the source code forWolfenstein 3Din 1995 and the Doomsource code in 1997. When the source code toQuakewas leaked and circulated among the Quakecommunity underground in 1996, a programmer unaffiliated with id Software used it to portQuaketo Linux, and subsequently sent the patches to Carmack. Instead of pursuing legal action, id Software, at Carmack's behest, used the patches as the foundation for a company-sanctioned Linux port. id Software has since publicly released the source code toQuake,Quake 2and most

recentlyQuake 3, all under the GNU General Public License (GPL). The Doomsource code was also re-released under the GPL in 1999.

The id Tech 4 (Doom 3 Engine) will also be open source. At QuakeCon 2007, Carmack said to LinuxGames: "I mean I won't commit to a date, but the Doom 3 stuff will be open source."

Carmack is also noted for his generous contributions to charities and gaming communities. Some of the recipients of Carmack's charitable contributions include his former high school, promoters of open source software, opponents of software patents, and game enthusiasts. In 1997 he gave away one of his Ferraris (a 328 model) as a prize to Dennis Fong, the winner of theQuake"Red Annihilation" tournament.

Personal life

Personal life

Carmack met his wife Katherine Anna Kang at QuakeCon 1997 when she visited id's offices. As a bet, Kang challenged Carmack to sponsor the first All Female Quake Tournament if she was able to produce a significant number of participants. Carmack and Kang married in January 2000 and had a son in 2004. Carmack has a rarely updated blog (previously a .plan), and also occasionally posts comments to Slashdot. In 2008, Carmack autographed a Nintendo DS for Child's Play. Due to a misunderstanding from the heads of the charity, it was instead offered as a prize in a contest. This mistake has since been rectified: the signed product was recovered and will be put on eBay to raise money for the charity. The prize has been replaced with a regular DS.[9]

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John D. Carmack 24

Professional philosophy

Professional philosophy

As a game developer, Carmack stands apart from many of his contemporaries by avoiding commitment to a final release date for any game he is developing. Instead, when asked for a release date on a new title, Carmack will usually reply that the game will be released "when it's done."[10]Employees at Apogee, in their past years the publishers of games by id Software, adopted this business practice as well.[11]Other game developers, such as Blizzard Entertainment and Valve, have made similar statements.[12]

Recognition

Recognition

• In 1999, Carmack appeared as number 10 in Time's list of the 50 most influential people in technology.[13]

• On March 22, 2001, Carmack became the fourth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame, an honor bestowed upon those who have made revolutionary and innovative achievements in the video and computer game industry.

• In 2003, Carmack was one of the subjects of the book Masters of Doom, a chronicle of id Software and its founders.

• In 2005, the film Doomfeatured a character named Dr. Carmack , in recognition of Carmack who co-created the srcinal game.

• In March 2006, Carmack was added to the Walk of Game, an event that recognizes the developers and games with the most impact on the industry.[14]

• In January 2007 in Las Vegas, Nevada, John Carmack and id Software were awarded with two Emmy Awards. The Science, Engineering & Technology for Broadcast Television, which includes broadcast, cable and satellite distribution, and secondly, Science, Engineering and Technology for Broadband and Personal Television, encompassing interactive television, gaming technology, and for the first time, the Internet, cell phones, private networks, and personal media players. id Software is the very first independent game developer to be awarded an Emmy since the Academy began honoring technology innovation in 1948.

[15]

• In September 2007, Carmack appeared on Discovery Channel Canada Daily Planet, featuring his rocket designs along with the Armadillo Aerospace team.

• In 2008 Carmack was honored at the 59th Annual Technology & Engineering Emmy Awards for Quake's pioneering role of user modifiability.[16]He is the only game designer ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for his creation of the 3D technology that underlies modern shooter video games. Along with Don Daglow of Stormfront Studios and Mike Morhaime of Blizzard Entertainment, Carmack is one of only three game developers to accept awards at both the Technology & Engineering Emmy Awards and at the Academy of Interactive Arts & Sciences Interactive Achievement Awards.

• In October 2008, John Carmack's Armadillo Aerospace won the $350,000 Level One X-Prize Lunar Lander Challenge.[17]

• In March 2010, Carmack was given the Game Dev elopers Conference Lifetime Achievement award for his work.[18]

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John D. Carmack 25

Further reading

Further reading

• Kushner, David (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture,

New York: Random House. ISBN 0-375-50524-5.

External links

External links

• John D. Carmack[19]on Twitter • id Software's website[2]

• John D. Carmack[20]at MobyGames

References

References

[1] "John Carmack Answers" (http://games.slashdot.org/story/99/10/15/1012230/John-Carmack-Answers) Slashdot article

[2] Masters of Doomby David Kushner. Quoted inThe Weekly Standard , Vol. 012, Issue 23. (http://www.weeklystandard.com/Content/ Public/Articles/000/000/013/305yuvkp.asp?pg=2)

[3] Snider, Mike (18 July). "Q&A with id Soft ware's Kevin Cloud and Steve Nix" (ht tp://www.usatoday.com/tech/bonus/2007-07-16-q& a-id_N.htm?csp=34).USA Today.

[4] "id shows more Rage and anno unces release date" (http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462). . [5] Michaels, Patrick (September 14, 2009). "Rocket Men From Mesquite's Armadillo Aerospace Are in Line For $1 Million X Prize" (http://

blogs.dallasobserver.com/unfairpark/2009/09/a_three-minute_hover_over_cadd.php). Dallas Observer . . Retrieved September 14, 2009. [6] Armadillo Aerospace Claim Level 2 NGLLC Prize (http: //spacefellowship.com/2009/09/13/

armadillo-aerospace-claim-level-2-ngllc-prize/comment-page-1/)

[7] Lunar lander qualifies for prize (http://cosmiclog.msnbc.msn.com/archive/2009/09/11/2064885.aspx/) [8] "Are video game patents next?" (http://slashdot.org/comments.pl?sid=151312&cid=12701745) Slashdot article [9] Penny Arcade (http://www.penny-arcade.com/2008/01/07)

[10] Carmack's 2008 keynote at QuakeCon (http://pc.gamespy.com/articles/896/896763p6.html)

[11] Forum reply posted by Georg e Broussard of 3DRealms (http://forums.3drealms.com/vb/showthread.php?p=654680#post654680) [12] GamePro Staff (2006-08-29). "GamePro Q&A: Blizzard's Jeff Kaplan on The Burning Crusade" (http://www.gamepro.com/article/news/

79448/gamepro-q-a-blizzards-jeff-kaplan-on-the-burning-crusade/). GamePro. . Retrieved 2006-09-30. [13] TimeDigital 50 (http://www.time.com/time/digital/digital50/10.html) fromTime

[14] Walk of Game ( http://www.walkofgame.com)

[15] Emmy Awards (http://www.emmyonline.org/releases/pdf/58th_Tech_Eng_winners.pdf) [16] 2008 Tech Emmy Winners (http://kotaku.com/342028/2008-tech-emmy-winners) from Kotaku.com [17] "Armadillo Wins Lunar Lan der Challenge Level 1, Crashe s On 2" (http://gizmod o.com/5069551/

armadillo-wins-lunar-lander-challenge-level-1-crashes-on-2) from gizmodo.com

[18] 2010 Game Developers Choice Awards to Honor John Carmack of id Software With Lifetime Achievement Award (http://www. prnewswire.com/news-releases/

2010-game-developers-choice-awards-to-honor-john-carmack-of-id-software-with-lifetime-achievement-award-event-to-be-hosted-by-seminal-game-designer-wa html)

[19] http://twitter.com/ID_AA_Carmack

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John Romero 26

John Romero

John Romero

John Romero John Romero Born Born October 28, 1967 Colorado Springs, Colorado Occupation

OccupationVideo game designer

Alfonso John Romero

Alfonso John Romero(born October 28, 1967,[1]in Colorado Springs, Colorado) is a game designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and was a designer for many of their personal computer games (all subsequently ported to consoles) includingWolfenstein 3D, Dangerous Dave, Doom, andQuake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John Carmack, led to a mass-popularization of the first person shooter, or FPS, in the 1990s. He is also credited with coining the FPS multiplayer term "deathmatch".[2]

Biography

Biography

Apple II Apple II

John Romero's first published game,Scout Search, appeared in the June 1984 issue of inCider magazine, a popular Apple II magazine during the 1980s. Romero's first company, Capitol Ideas Software, was listed as the developer for at least 12 of his earliest published games. Romero captured the December cover of the Apple II magazine Nibblefor three years in a row starting in 1987. He also won a programming contest in A+ magazine during its first year of publishing with his gameCavern Crusader .

Romero's first industry job was at Origin Systems in 1987 after programming games for 8 years. He worked on the Apple II to Commodore 64 port of 2400 A.D., which was eventually scrapped due to slow sales of the Apple II

version. John then moved ontoSpace Rogue, a game by Paul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies. Instead, Romero left Origin Systems to co-found a game company named Inside Out Software, where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore

64 to Apple II port of Tower Toppler , but Epyx unexpectedly cancelled all its ports industrywide due to their

tremendous investment in the first round of games for the upcoming Atari Lynx.

During this short time, Romero did the artwork for the Apple IIGS version of Dark Castle, a port from the

Macintosh. Also during this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game named Zappa Roidsfor the Apple II, PC and Apple IIGS. Their last collaboration together was an Apple II disk operating system (InfoDOS) for Infocom's games Zork Zero, Arthur , Shogunand Journey. Ideas From The Deep still exists to this day at IFD[3].

References

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