Mario Schlosser

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By now, the engine had been in development for ten months, one month shy of DOOM’s entire development cycle, and gameplay programming had still not begun. We did not have a game. What we had was a technology still in development. Quake still had no hammer, and the things we had discussed with players and the press were not yet happening. This wasn’t due to any fault of the programming team—quite the contrary. What they did and were doing was monumental and transformational. It was Carmack’s most difficult challenge. He was doing what he had to do—making something incredibly awesome—and as a ...more
Doom Guy: Life in First Person
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