Happy 30th birthday, DOOM. I'm grateful to have been a part of this incredible team. Thank you for playing our games, and thank you for keeping DOOM alive, all these many years.
DOOM does not take place in March 2022. DOOM is timeless. Somehow, the manual for the Super Nintendo DOOM had a date in it, but that date did not come from anyone at id.
Final Fantasy 1 was programmed **in its entirety** by an Iranian coder -- the absolute legend, Nasir Gebelli. He used no source and programmed directly into a mini-assembler. Nasir also coded Final Fantasy 2 and 3. He came to the US for college.
To support the people of Ukraine and the humanitarian efforts of the Red Cross and the UN Central Emergency Response Fund, I’m releasing a new DOOM II level for a donation of €5. 100% of the proceeds go toward these agencies. Thank you.
Long hair: A thread. I get a lot of comments on my hair, and while it's something I am known for, what's less known is that my long hair is important to me culturally, too, and the older I get, the more it matters. 120 years ago today, the "haircut order" was issued. More...👇🏽
Happy 32nd birthday to id Software. I am so grateful to have been there on Day 1. To all current id devs, thanks for keeping the games alive and extending their worlds beyond our horizons.
Happy 28th birthday DOOM. Dec 10, 1993. I left a piece of my soul in DOOM, and it's a great place for it to be (and it matches my head in DOOM II, I suppose). We poured everything we had into it, and I can't begin to express how grateful I am to the DOOM community for everything.
Happy 25th birthday to Quake! Quake was a tough game to make, but it turned out great. The team worked hard to get this game out with the features we wanted in: a full 3D texture-mapped world, internet multiplayer, in-game console with lots of changeable variables (1/2)
It's DOOM's 27th birthday! Some trivia: DOOM was id Software's 20th game. The automap almost had an Asteroids easter egg. The Baron of Hell bosses were called the Bruiser Brothers. The United Aerospace Armed Forces (UAAF) enforces UAC interests. DOOM was made on NeXTSTEP OS.
I've been in the game industry since I was a kid, and I've never seen anything like we're seeing now. For many of us, being a game dev is not just a job, but an identity, community, and culture. I am so sorry to everyone who has lost their jobs.
Today we celebrate the 24th birthday of Quake 1, the terrifying single-player and blast-tastic multiplayer full 3D shooter from 1996. It was tough to make, but the game still stands the test of time and is still played everyday.
The Game Developers Choice Awards at
#GDC23
has named John Romero, the award-winning game designer, level designer, and programmer, as recipient of the Lifetime Achievement Award—for his work on iconic and genre-defining first-person shooters.
If you're trying to get into game design my advice is stop fucking thinking about "game design", stop watching video essays and game design analysis videos, and just fucking make a ton of little games with the design based on nothing but gut instinct.
Happy 31st birthday
@idSoftware
. I am grateful to have been there at its beginning. It's challenging to put into words what it feels like to look in the rearview mirror and see the effect our games had. We had a genuine love for games and for pushing their boundaries.
October 10 is Doomsday, the day I consider DOOM II’s real birthday. Though it was in stores on September 30, 1994 we celebrated its release on October 10, 1994 in New York City at The Limelight. It was the first time we had a release party for one of our games. More...
Over the years, I’ve heard everything from "cut your hair and grow up” to “he’s trying to be a rock star.” I wear my hair long as a proud Yaqui and Cherokee man, and will continue to do so until the day I die.
Happy Native American Heritage Month. My culture is important to me and influences my designs, particularly my level designs. We didn't go away. We're still here, influencing art, culture, science, and tech.
#DOOM
is an Indigenous design.
#yaqui
#cherokee
.
Congrats to
@idSoftware
@bethesda
@machinegames
on the release of the Quake Remaster. I was so surprised to see the full E2M6 in there! Thank you for doing that. It killed me to cut it in 1996, and I sincerely appreciate it.
#quake
If you're going to be remembered for things, DOOM and Wolfenstein are good things to be remembered for. Daikatana's there to make sure I remember the taste of humble pie.
Yesterday I had a lot of retweets and reddit posts and such for playing Doom on a pregnancy test.
But as I explained then, it wasn't really PLAYING on a pregnancy test, it was just a video being played back, not an interactive game.
Well, now it is. It's Pregnancy Test Doom!
To everyone
@idsoftware
: It’s hard enough to ship a game, but to ship it under these conditions is heroic. There are millions of players (me included!) looking forward to DOOM Eternal. Thanks for giving us something awesome to look forward to. Best of luck with the launch.
What a milestone! Congrats to everyone who has had a part - big or small - in DOOM's creation and legacy, particularly its community. You are second to none.
In addition to SIGIL II (), I've got some other great news to celebrate DOOM's 30th Anniversary. Join me and John Carmack
@ID_AA_Carmack
to discuss DOOM live, moderated by David L. Craddock
@davidlcraddock
. Dec 10 8pm GMT on . Thanks
Happy 32nd Birthday to Wolfenstein 3D. Thanks so much for playing our games over the years. I am glad we worked on getting the trademark for this so that it could carry on Silas Warner’s amazing legacy.
#wolf3d
#mullet
Happy 28th Birthday, Wolfenstein 3D! We just wanted to make a cooler update of 1981 megahit Castle Wolfenstein by Silas Warner, so four of us spent six months making a sequel. This was the day we released the shareware episode, Escape From Wolfenstein around 4am on a BBS.
Jay thought it would be nice to have professional photos of our founders. He didn’t know it would turn out to be a cliché photoshoot. Among the questions I get on this, "Why is Carmack sitting on Adrian's lap? Where is Adrian's other arm? Why are we wearing jorts?"
January 11, 1902, The Commissioner of Indian Affairs William Atkinson took issue with Native people who continued to practice their traditions, among them, men wearing their hair long. So, he instructed superintendents of reservations to order men to cut their hair.
This pic was taken years ago at a classic car museum, I wasn't actually employed at a gas station in 1950, of course, but I have worked a lot of different jobs when I was young to make ends meet and let me pursue game dev.
Happy 26th birthday to my little DOOM guy. I’ve watched you grow from E1M1 to today, and I am so incredibly proud of how far you’ve gone. Keep slaying, my boy. I love you. - Dad
John Romero, the renowned video game designer known for his pioneering work on Doom, Wolfenstein 3D, and Quake, released a memoir last year that is now getting adapted for the screen.
They still wanted our ancestors to cut their long hair, but they would feed people while strongly encouraging them to abandon our traditions. With the loss of tradition and language, so goes the loss of the culture.
To ensure compliance, he suggested food be held back. There was public outcry that we should be forced to cut our hair or starve, and so a more "socially acceptable" path was suggested.
Happy 27th birthday, Quake! I am so proud of how this game turned out, even if it was different than we intended. Check out the cover of the Oct 95 PC Gamer which features Quake’s Hammer to see just how different. DOOM Guy chronicles every last moment of its development. I hope
Happy 30th Birthday,
@idSoftware
! An incredible achievement and the company is in great shape thanks to the current amazing team delivering quality games. For a present, here's a video of John's early 1991 texture mapping!
Just editing the bit in DOOM Guy where I created E4M2 in six hours. I challenged myself to see how fast I could make a level that was production quality. I started at midnight. I suppose a sane person might have started in the afternoon, but midnight was my afternoon.
CONGRATS, Zero Master! Finally, after 24 years! "To win the game you must get 100% on level 15 by John Romero." Great trick getting to that secret!
#doom
Today, I am fortunate to be Nasir's friend, and I have thanked him many times for his contributions to game dev. We owe a ton of credit to Nasir (if you liked, Doom, for instance.). He was one of my biggest mentors and inspirations. His code was magic.
For DOOM’s 29th birthday on Dec 10, I’ll be live streaming me building a new level for SIGIL II, another nine-level WAD, which will be released for DOOM’s 30th. Join me at on Dec 10 at 5 pm ET.
I am so sorry and surprised to hear of Volition's closing, a studio with a long and important legacy. For those affected, we do have several openings . Hope everyone lands on their feet.
We’re going to include some fun games as hidden Easter eggs in Tesla S, X & 3. What do you think would be most fun in a car using the center touch screen?
August 3, 1995, the day I posted the first screenshots of Quake! Back when "hi-res" was 640x480. We had been working on Quake for 7 months on that day. It would take another 10 months before Quake was released.
#quake
@idSoftware
His early games from Sirius Software inspired many people in the industry for whom the phrase "PROGRAMMED BY NASIR" is tattoo-worthy. While working on Final Fantasy 2 in Japan, his visa ran out, so Square relocated the team to Sacramento so he could finish the game.
Hi Sandy, to clarify, this is incorrect. We gave the license to Reaper Miniatures and they produced an entire collection for sale in 1997. We loved their prototypes. And the cacodemon included.
I posted these earlier in the year but hey why not again? These are 28mm-scale lead figures sent to id Software in 1995 in an attempt to get the license to produce them. The company was shot down by id's biz guy over my protests b/c he wanted Mattel.
I am incredibly grateful to the Quake community who is still playing the game competitively to this day, to the team and to
@trent_reznor
for his music. Thanks, everyone. Thanks for playing my games.