Video game: Doom
Overview
Doom (1993) is a landmark first-person shooter developed by id Software, engineered around John Carmack’s cutting-edge 3D rendering tech and shaped by the design sensibilities of John Romero, Sandy Petersen, and others. Released initially as shareware on MS-DOS, it exploded across bulletin boards and LANs, setting the template for fast, kinetic shooters. Its fusion of horror-tinged sci-fi, propulsive level design, and accessible controls made it both an immediate phenomenon and a durable foundation for decades of ports, mods, and successors.
Story and Setting
Set on Mars’ moons Phobos and Deimos, the game casts the player as a nameless space marine whose outpost becomes a gateway for hellspawn after a teleportation experiment goes wrong. The narrative mostly unfolds through levels and end screens, letting the environment carry mood and stakes. The three original episodes, Knee-Deep in the Dead, The Shores of Hell, and Inferno, trace a descent from industrial bases into demonic strongholds, culminating in a confrontation with hell’s overlords and a grim return to a world irrevocably touched by the invasion.
Gameplay
Doom prioritizes speed, spatial awareness, and resource management. Movement is swift, aiming is horizontal-only, and feedback is immediate, creating a rhythm of strafing, corner-peeking, and crowd control. Combat escalates from pistol and shotgun skirmishes to arena-like clashes that demand clever use of the chaingun, rocket launcher, plasma rifle, and the iconic BFG 9000. Enemies form a readable ecosystem, zombified soldiers, fireball-hurling imps, leaping demons, floating cacodemons, and bosses like the Cyberdemon and Spider Mastermind, each forcing reactive tactics. Levels combine keycards, switches, lifts, and secret chambers with health, armor, and ammo placement that rewards exploration and risk.
Technology and Design
Carmack’s engine delivered a then-revolutionary illusion of 3D through textured, height-varied sectors, non-orthogonal architecture, and light gradients that sculpted mood. Binary space partitioning enabled smooth rendering on modest hardware, while billboarded sprites and sector-based lighting kept performance high. The 2.5D approach forbade overlapping rooms vertically, but designers exploited its strengths with looping layouts, traps, and vistas that taught navigation visually. Adrian Carmack’s gore-inflected art and Bobby Prince’s MIDI score, riffing on metal and ambient motifs, gave the game a distinctive sensory punch that matched its pace.
Distribution, Modding, and Multiplayer
Doom’s shareware model let players download the first episode freely and pass it along, a viral distribution that fueled its cultural spread. Its WAD file format cleanly separated data from engine code, encouraging user-made levels, graphics, and total conversions; an early modding community flourished with editors and megawads that extended the game’s life. Local network play over IPX enabled co-op and deathmatch, popularizing competitive FPS multiplayer. id later released the engine’s source code, catalyzing a wave of ports and enhancements that preserved Doom across platforms and generations.
Impact and Legacy
Doom crystallized the core vocabulary of the FPS: fast traversal, readable enemies, weapon tiers, secrets, and labyrinthine maps. It provoked controversy over violence and occult imagery, but more importantly it democratized creation, inspiring mappers and programmers worldwide. Its influence is evident in the level cadence and combat beats of countless shooters, from 90s imitators to modern reimaginings. As both a technical showcase and a design masterclass, Doom remains a living work, played, modified, and studied, demonstrating how clarity of mechanics, expressive aesthetics, and smart engineering can converge into timeless play.
Doom (1993) is a landmark first-person shooter developed by id Software, engineered around John Carmack’s cutting-edge 3D rendering tech and shaped by the design sensibilities of John Romero, Sandy Petersen, and others. Released initially as shareware on MS-DOS, it exploded across bulletin boards and LANs, setting the template for fast, kinetic shooters. Its fusion of horror-tinged sci-fi, propulsive level design, and accessible controls made it both an immediate phenomenon and a durable foundation for decades of ports, mods, and successors.
Story and Setting
Set on Mars’ moons Phobos and Deimos, the game casts the player as a nameless space marine whose outpost becomes a gateway for hellspawn after a teleportation experiment goes wrong. The narrative mostly unfolds through levels and end screens, letting the environment carry mood and stakes. The three original episodes, Knee-Deep in the Dead, The Shores of Hell, and Inferno, trace a descent from industrial bases into demonic strongholds, culminating in a confrontation with hell’s overlords and a grim return to a world irrevocably touched by the invasion.
Gameplay
Doom prioritizes speed, spatial awareness, and resource management. Movement is swift, aiming is horizontal-only, and feedback is immediate, creating a rhythm of strafing, corner-peeking, and crowd control. Combat escalates from pistol and shotgun skirmishes to arena-like clashes that demand clever use of the chaingun, rocket launcher, plasma rifle, and the iconic BFG 9000. Enemies form a readable ecosystem, zombified soldiers, fireball-hurling imps, leaping demons, floating cacodemons, and bosses like the Cyberdemon and Spider Mastermind, each forcing reactive tactics. Levels combine keycards, switches, lifts, and secret chambers with health, armor, and ammo placement that rewards exploration and risk.
Technology and Design
Carmack’s engine delivered a then-revolutionary illusion of 3D through textured, height-varied sectors, non-orthogonal architecture, and light gradients that sculpted mood. Binary space partitioning enabled smooth rendering on modest hardware, while billboarded sprites and sector-based lighting kept performance high. The 2.5D approach forbade overlapping rooms vertically, but designers exploited its strengths with looping layouts, traps, and vistas that taught navigation visually. Adrian Carmack’s gore-inflected art and Bobby Prince’s MIDI score, riffing on metal and ambient motifs, gave the game a distinctive sensory punch that matched its pace.
Distribution, Modding, and Multiplayer
Doom’s shareware model let players download the first episode freely and pass it along, a viral distribution that fueled its cultural spread. Its WAD file format cleanly separated data from engine code, encouraging user-made levels, graphics, and total conversions; an early modding community flourished with editors and megawads that extended the game’s life. Local network play over IPX enabled co-op and deathmatch, popularizing competitive FPS multiplayer. id later released the engine’s source code, catalyzing a wave of ports and enhancements that preserved Doom across platforms and generations.
Impact and Legacy
Doom crystallized the core vocabulary of the FPS: fast traversal, readable enemies, weapon tiers, secrets, and labyrinthine maps. It provoked controversy over violence and occult imagery, but more importantly it democratized creation, inspiring mappers and programmers worldwide. Its influence is evident in the level cadence and combat beats of countless shooters, from 90s imitators to modern reimaginings. As both a technical showcase and a design masterclass, Doom remains a living work, played, modified, and studied, demonstrating how clarity of mechanics, expressive aesthetics, and smart engineering can converge into timeless play.
Doom
A landmark first-person shooter by id Software that popularized networked multiplayer deathmatches and modding; notable for Carmack's innovations in binary space partitioning, pseudo-3D rendering, and performance optimizations.
- Publication Year: 1993
- Type: Video game
- Genre: First-person shooter
- Language: en
- Characters: Doomguy (Doom Marine)
- View all works by John Carmack on Amazon
Author: John Carmack

More about John Carmack
- Occup.: Scientist
- From: USA
- Other works:
- Commander Keen (series) (1990 Video game)
- Wolfenstein 3D (1992 Video game)
- id Tech 1 (Doom engine) (1993 Game engine)
- Doom II: Hell on Earth (1994 Video game)
- Quake (1996 Video game)
- id Tech 2 (Quake engine) (1996 Game engine)
- Doom source code release (1997 Software release)
- Quake II (1997 Video game)
- Quake III Arena (1999 Video game)
- Quake source code release (1999 Software release)
- id Tech 3 (Quake III Arena engine) (1999 Game engine)
- id Tech 4 (Doom 3 engine) (2004 Game engine)
- Doom 3 (2004 Video game)
- id Tech 5 (2011 Game engine)
- Rage (2011 Video game)