Difference between revisions of "Artwork of Doom"

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Doom's artwork was primarily developed by Adrian Carmack with assistance from Kevin Cloud. The artwork was derived using multiple different techniques, but f is notable for its photorealistic elements which provided a significant improvement in graphics compared to Id's previous shooter, Wolfenstein 3D, and which at the time of release was relatively groundbreaking.

Technical background

Id's earliest games were designed for the IBM Enhanced Graphics Adapter (EGA) hardware. This includes Hovertank 3D and the Catacomb 3D series, which constituted their first 3D shooters. Wolfenstein 3D was the first to target the newer Video Graphics Array (VGA) hardware; however, it was originally developed as an EGA game, meaning that the majority of its graphics were still based around the restricted EGA palette. Doom was the first game developed from the beginning to target the VGA hardware.

The primary advantage of the VGA hardware over EGA is the added color depth. EGA supports a 16 color palette selected from a range of 64 colors, while VGA supports a 256 color palette selected from a range of 262,144. While still not fully true color, with a carefully chosen palette, a VGA screen can provide a reasonable approximation of photo-realistic graphics.

Development setup

The Id team adopted an unusual development environment, using DOS-based PCs in conjunction NeXT workstations which at the time constituted cutting-edge hardware. The NeXT machines allowed rapid development of the tools used by the team, including the DoomEd editor used to create the levels.

Doom's artists did the majority of their work using the DOS-based Deluxe Paint II. However, the NeXT workstations were still used; the NeXT machines included built-in DSP chips that made them capable of still and video image capture[1]; with a camera connected, Carmack and Cloud were able to digitally photograph various different objects and drawings to use as source material for Doom's art.

To capture images from the camera and convert them to the VGA palette. John Carmack developed a NeXTStep tool named Fuzzy Pumper Palette Shop[2]; the captured images could then be transferred to the PCs to be cleaned up into proper graphics to be used in-game.

Inspirations

The image of an astral dreadnought from the cover of D&D manual Manual of the Planes.

Thematically Doom was envisioned as a cross between the suspenseful sci-fi atmosphere of Alien and demonic horror movie Evil Dead II[3]. The latter influenced such elements as the chainsaw found in the game.

Inspiration also came from a long-running Dungeons & Dragons game played by the Id team; elements of this game later inspired Quake and Daikatana. The game ended with the game world being overrun by demons, similar to the premise of Doom[4]. Artwork of an astral dreadnought from the cover of a D&D manual heavily inspired the look of the Cacodemon monster.

Demonic elements of the game are inspired by classical mythology and popular cultural depictions of demons: textures depict pentagrams, some resembling the Sigil of Baphomet, while the Baron of Hell resembles a horned satyr.

Weapons

Monsters

Clay modelling and photography

Toys

More elaborate models

Textures

Sketch work

Bibliography

  1. NeXT Computer. "NeXT Cube sales brochure."
  2. Romero, John (15 January 2009). "doom history 1994." rome.ro blog post. Retrieved 25 October 2015.
  3. David Kushner. Masters of Doom. ISBN 9780812972153 p128
  4. David Kushner. Masters of Doom. ISBN 9780812972153 p75, 101