~/talk

DOOM GUY: Life in First Person

Talkat code.talks 2023 · 2023-09-14..09-15· [game-development]
slides:none on file

Grows up in Tucson, learns BASIC on Apple II, ships 51 hobby games by 1987, joins Origin then co-founds id; implements smooth scrolling on PC (Commander Keen), pioneers texture-mapped 3D and the BSP trick for levels (Catacomb/Wolfenstein), uploads Wolfenstein as shareware May 1992 and releases Doom Dec 10 1993 as an open game file formats platform with built‑in co‑op and deathmatch, pushes full‑3D and Internet multiplayer with Quake, later ships a Facebook title with 25 million monthly players.

AI-written summary · about

  1. 0:00Life in games
  2. 1:58Early life and influences
  3. 4:03First video game encounters
  4. 8:17Programming on mainframe
  5. 10:23High school coding
  6. 12:09Joining game industry 1987
  7. 13:53Founding Gamer’s Edge
  8. 15:36Creating Commander Keen
  9. 17:25Developing Wolfenstein 3D
  10. 20:11Wolfenstein 3D impact
  11. 22:20DOOM vision
  12. 24:26DOOM engine innovations
  13. 25:30DOOM success and sequels
  14. 26:35Quake challenges
  15. 27:16Leaving id Software
  16. 28:18Ion Storm journey
  17. 29:21Mobile gaming with Monkey Stone
  18. 30:24Gazillion Entertainment
  19. 31:05Facebook gaming
  20. 31:48Loot Drop in Ireland
  21. 32:30Game industry patterns
  22. 34:39Esports evolution
  23. 35:43Storytelling debates
  24. 36:48Violence in games
  25. 37:32AI in game dev
  26. 38:15AR gaming platforms
  27. 39:18Procedural generation
  28. 40:44Game design future
  29. 41:06Q&A
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