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John Romero (Managing Director, Romero Games Ltd.)
Pass Type: All Access Pass, Core Pass
Vault Recording: TBD
Audience Level: I acknowledge GDC 2021 is an all-digital event and commit to participating virtually.
With the release of DOOM and DOOM II, id software were masters of mayhem, riding high and unstoppable. They would soon begin work on Quake, an ambitious truly 3D FPS that would seek, once again, to redefine the state of the art. Released in 1996, Quake introduced the world to 3D mouse look, 60fps 3D texture-mapped rendering with lighting, and internet multiplayer with a client/server architecture. With its release came the birth of eSports as clans and competitions sprung up worldwide. Over twenty years later, it is still acknowledged as one of gaming's masterworks. In this talk, id cofounder and Quake designer John Romero takes the audience through the rollercoaster that was Quake's creation and reveals why it brought about the end of the original id.
This session presents the development history of the historic game Quake in 1995-96. Attendees will learn about the obstacles we faced and how we surmounted them, wrapping up with the changes in the company, and the advances that Quake brought to the game industry.
Anyone interested in the history of the game industry, 3D FPS games, or id Software in general.