Difference between revisions of "Artwork of Doom"

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(Clay modelling and photography: add citations)
(Fix massive style issues; additional influcences: Star Wars, HP Lovecraft.)
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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 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.
+
'''Doom's artwork''' was primarily developed by [[Adrian Carmack]] with assistance from [[Kevin Cloud]]. The artwork was derived using multiple different techniques, but is notable for its photorealistic elements which provided a significant improvement in graphics compared to [[id Software]]'s previous shooter, [[Wolfenstein 3D]], and which at the time of release was relatively groundbreaking.
  
 
== Technical background ==
 
== Technical background ==
  
Id's earliest games were designed for the IBM [[wikipedia:Enhanced Graphics Adapter|Enhanced Graphics Adapter]] (EGA) hardware. This includes [[wikipedia:Hovertank 3D|Hovertank 3D]] and the [[wikipedia:Catacomb_3-D|Catacomb 3D]] series, which constituted their first 3D shooters. [[wikipedia:Wolfenstein 3D|Wolfenstein 3D]] was the first to target the newer [[wikipedia:Video Graphics Array|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.
+
id Software's earliest games were designed for the IBM {{wp|Enhanced Graphics Adapter}} (EGA) hardware. This includes ''{{wp|Hovertank 3D}}'' and the ''{{wp|Catacomb_3-D}}'' series, which constituted their first 3D shooters. ''Wolfenstein 3D'' was the first to target the newer {{wp|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 [[wikipedia:Color_depth#True_color_.2824-bit.29|true color]], with a carefully chosen palette, a VGA screen can provide a reasonable approximation of photo-realistic graphics.
+
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 {{wp|Color_depth#True_color_.2824-bit.29|true color}}, with a carefully chosen palette, a VGA screen can provide a reasonable approximation of photo-realistic graphics.
  
 
=== Development setup ===
 
=== Development setup ===
  
The Id team adopted an unusual development environment, using DOS-based PCs in conjunction [[wikipedia:NeXT|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.
+
The id team adopted an unusual development environment, using DOS-based PCs in conjunction {{wp|NeXT|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 [[wikipedia:Deluxe_Paint|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{{cite web|author=NeXT Computer|date=January 1992|title=NeXT Cube sales brochure|url=http://www.nextcomputers.org/NeXTfiles/Docs/Hardware/nextcube.pdf}}; 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.
+
Doom's artists did the majority of their work using the DOS-based {{wp|Deluxe Paint|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;{{cite web|author=NeXT Computer, Inc.|publishdate=January 1992|title=NeXT Cube sales brochure|url=http://www.nextcomputers.org/NeXTfiles/Docs/Hardware/nextcube.pdf|accessdate=19 November 2015}} 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]]{{cite web|author=[[John Romero|Romero, John]]|title=doom history 1994|url=https://web.archive.org/web/20090801115916/http://rome.ro/wordpress/?p=3|publication=rome.ro blog post|publishdate=15 January 2009|accessdate=25 October 2015}}; the captured images could then be transferred to the PCs to be cleaned up into proper graphics to be used in-game.
+
To capture images from the camera and convert them to the VGA palette, [[John Carmack]] developed a NeXTStep tool named [[Fuzzy Pumper Palette Shop]];{{cite web|author=[[John Romero|Romero, John]]|title=doom history 1994|url=https://web.archive.org/web/20090801115916/http://rome.ro/wordpress/?p=3|publication=rome.ro blog post|publishdate=15 January 2009|accessdate=25 October 2015}} the captured images could then be transferred to the PCs to be cleaned up into proper graphics to be used in-game.
  
This use of photographic techniques to import real world objects into video games was fairly new and groundbreaking at the time of Doom's release; an analogous example exists in the arcade game ''[[wikipedia:Mortal Kombat|Mortal Kombat]]'', released one year prior to Doom, which used similar techniques to provide photo-realistic images of the in-game fighters.
+
This use of photographic techniques to import real world objects into video games was fairly new and groundbreaking at the time of Doom's release; an analogous example exists in the arcade game ''{{wp|Mortal Kombat}}'', released one year prior to Doom, which used similar techniques to provide photo-realistic images of the in-game fighters.
  
 +
[[File:Beholdercaco.jpg|right|thumb|256px|The image of an astral dreadnought from the cover of D&D manual {{wp|Manual of the Planes#1st edition|Manual of the Planes}}.]]
 
== Inspirations ==
 
== Inspirations ==
[[Image:Beholdercaco.jpg|right|thumb|256px|The image of an astral dreadnought from the cover of D&D manual [[Wikipedia:Manual of the Planes#1st edition|Manual of the Planes]].]]
 
  
Thematically Doom was envisioned as a cross between the suspenseful sci-fi atmosphere of [[wikipedia:Alien_(film)|Alien]] and demonic horror movie [[wikipedia:Evil Dead II|Evil Dead II]]{{cite book|title=Masters of Doom|author=David Kushner|page=128|isbn=9780812972153}}. The latter influenced such elements as the [[chainsaw]] found in the game.
+
Thematically Doom was envisioned as a cross between the suspenseful sci-fi atmosphere of ''{{wp|Aliens (film)|Aliens}}'' and demonic horror movie ''{{wp|Evil Dead II}}''.{{cite book|title=[[Masters of Doom]]|author=[[David Kushner|Kushner, David]]|page=128|isbn=9780812972153}} The latter influenced such elements as the [[chainsaw]] found in the game.
  
Inspiration also came from a long-running [[wikipedia:Dungeons & Dragons|Dungeons & Dragons]] game played by the Id team; elements of this game later inspired [[wikipedia:Quake_(video_game)|Quake]] and [[wikipedia:Daikatana|Daikatana]]. The game ended with the game world being overrun by demons, similar to the premise of Doom{{cite book|title=Masters of Doom|author=David Kushner|page=75, 101|isbn=9780812972153}}. Artwork of an astral dreadnought from the cover of a D&D manual heavily inspired the look of the [[Cacodemon]] monster.
+
Inspiration also came from a long-running {{wp|Dungeons & Dragons}} game played by the id team; elements of this game later inspired ''[[Quake]]'' and ''{{wp|Daikatana}}''. The game ended with the game world being overrun by demons, similar to the premise of Doom.{{cite book|title=[[Masters of Doom]]|author=[[David Kushner|Kushner, David]]|page=75, 101|isbn=9780812972153}} 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 [[wikipedia: Sigil of Baphomet|Sigil of Baphomet]], while the [[Baron of Hell]] resembles a horned [[wikipedia:Satyr|satyr]].
+
Demonic elements of the game are inspired by classical mythology and popular cultural depictions of demons: textures depict pentagrams, some resembling the {{wp|Sigil of Baphomet}}, while the [[Baron of Hell]] resembles a horned {{wp|satyr}}. Images also appear from the ''{{wp|Simon Necronomicon}}'', indicating influence from the works of the Cthulhu mythos of [[H. P. Lovecraft]].
  
 +
[[Tom Hall]]'s [[Doom Bible]] design document makes repeated references to several of these franchises, also including the science fiction epic series ''{{wp|Star Wars}}'', which is known to have influenced the game's texture art direction.{{cite web|author=[[Tom Hall|Hall, Tom]]|title=Doom Bible|url=http://5years.doomworld.com/doombible/section07.shtml|publication=[[Doomworld]]|publishdate=10 December 1998|accessdate=19 November 2015}}
 +
 +
[[File:Chainsaw.jpg|thumb|right|200px|Doom's weapons were groundbreaking in being based on real photography.]]
 
== Weapons ==
 
== Weapons ==
[[File:Chainsaw.jpg|thumb|right|200px|Doom's weapons were groundbreaking in being based on real photography.]]
+
Compared to the low resolution weapons of ''Wolfenstein 3D'', Doom's weapons were groundbreaking in being photo-realistic. The weapons were created largely (but not all) based on photographs of toy guns bought from Toys "R" Us.{{cite book|title=Masters of Doom|author=[[David Kushner|Kushner, David]]|page=134|isbn=9780812972153}} [[Kevin Cloud]]'s hands are those depicted holding the toy weapons. Identified weapons include:
Compared to the low resolution weapons of Wolfenstein 3D, Doom's weapons were groundbreaking in being photo-realistic. The weapons were created largely (but not all) based on photographs of toy guns bought from ''Toys "R" Us''{{cite book|title=Masters of Doom|author=David Kushner|page=134|isbn=9780812972153}}. [[Kevin Cloud]]'s hands are those depicted holding the toy weapons. Identified weapons include:
 
  
 
* [[Fist]] - Kevin Cloud's bare hands, with a knuckle duster.
 
* [[Fist]] - Kevin Cloud's bare hands, with a knuckle duster.
* [[Chainsaw]] - McCulloch ''Eager Beaver'' chainsaw borrowed from a girlfriend of [[Tom Hall]] {{cite web|url=https://romero.smugmug.com/Video-Games/The-Archives/i-343R6wS|author=John Romero}}.
+
* [[Chainsaw]] - McCulloch ''Eager Beaver'' chainsaw borrowed from a girlfriend of [[Tom Hall]] {{cite web|url=https://romero.smugmug.com/Video-Games/The-Archives/i-343R6wS|author=[[John Romero|Romero, John]]|accessdate=19 November 2015}}.
* [[Shotgun]] - [[wikipedia:Tootsietoy|Tootsietoy]] ''Dakota'' toy shotgun
+
* [[Shotgun]] - {{wp|Tootsietoy}} ''Dakota'' toy shotgun
 
* [[Chaingun]] - Tootsietoy ''Ol' Painless chaingun''
 
* [[Chaingun]] - Tootsietoy ''Ol' Painless chaingun''
* [[Plasma Rifle]] - Rambo M60{{cite web|title= Real Doom Weapons/toys (with photos)
+
* [[Plasma Rifle]] - Rambo M60{{cite web|title=Real Doom Weapons/toys (with photos)|url=https://www.doomworld.com/vb/post/1359604|author=Blackmantis|publication=[[Doomworld Forums]]|publishdate=7 April 2015|accessdate=19 November 2015}}
|url=https://www.doomworld.com/vb/post/1359604|author=Blackmantis|publication=Doomworld Forums|publishdate=Apr 7 2015}}
+
* [[BFG]] - Creatoy Roargun{{cite web|url=https://www.doomworld.com/vb/doom-general/72599-could-this-be-the-actual-toy-gun-used-for-the-bfg/|publication=[[Doomworld Forums]]|author=[[Samuel Villarreal (Kaiser)|Villarreal, Samuel]]|title=Could this be the actual toy gun used for the BFG?|publishdate=30 April 2015|accessdate=19 November 2015}} (the same toy was sold under multiple other names)
* [[BFG]] - Creatoy Roargun{{cite web|url=https://www.doomworld.com/vb/doom-general/72599-could-this-be-the-actual-toy-gun-used-for-the-bfg/|publication=Doomworld Forums|author=Kaiser|title=Could this be the actual toy gun used for the BFG?|publishdate= Apr 30 2015}} (the same toy was sold under multiple names)
 
  
 
== Monsters ==
 
== Monsters ==
[[File:Adrian_Carmack_sculpting_Baron.jpg|thumb|right|200px|Adrian Carmack sculpting the Baron of Hell out of clay.]]
 
[[File:Cyberdemon model photo.jpg|thumb|right|200px|Photographs of the [[Cyberdemon]] clay model taken to use as the basis for its sprites.]]
 
 
 
=== Clay modelling and photography ===
 
=== Clay modelling and photography ===
Several of Doom's monsters were sculpted out of clay formed on top of small posable wooden mannequins{{cite web|url=https://twitter.com/romero/status/542999303086546945|title=Here are photos of the DOOMGUY and Baron of Hell taken just last year.|author=John Romero|publishdate=Dec 11 2014}}. The same model in a particular pose could then be photographed from multiple sides to get multiple sprite rotations for the same animation frame. Frames of animation would have been achieved by adjusting the pose of the model and repeating the process.
+
Several of Doom's monsters were sculpted out of clay formed on top of small posable wooden mannequins. The same model in a particular pose could then be photographed from multiple sides to get multiple sprite rotations for the same animation frame. Frames of animation would have been achieved by adjusting the pose of the model and repeating the process.
  
Monsters known to have been developed this way include the [[Baron of Hell]] and the [[Cyberdemon]]; the [[Player]] sprites were also developed in the same way. Being made of clay, the photographed models were entirely grey; once photographed and imported, additional details and coloring were applied{{cite web|url=https://twitter.com/romero/status/542958654824407041|title=Freshly cleaned-up background of the DOOMGUY clay model, 1993|publishdate=Dec 11 2014|author=John Romero}}. Similarities between sprites suggest that the player model provided an initial template that was then used to develop the former human monsters; the same sprites were also re-used again during development of [[Strife]] for the rebel characters{{cite web|url=https://www.doomworld.com/vb/post/1374276|title= Strife's rebel sprites are derived from the Doom marine?|author=Simon Howard (fraggle)|publishdate=May 25 2015}}.
+
Monsters known to have been developed this way include the [[Baron of Hell]] and the [[cyberdemon]]; the [[player]] sprites were also developed in the same way. Being made of clay, the photographed models were entirely grey; once photographed and imported, additional details and coloring were applied. Similarities between sprites suggest that the player model provided an initial template that was then used to develop the former human monsters; the same sprites were also re-used again during development of [[Strife]] for the rebel characters.{{cite web|url=https://www.doomworld.com/vb/post/1374276|title=Strife's rebel sprites are derived from the Doom marine?|author=[[Simon Howard (Fraggle)|Howard, Simon]]|publishdate=25 May 2015|accessdate=19 November 2015}}
 +
<gallery class="center" widths="320px" heights="240px">
 +
Adrian_Carmack_sculpting_Baron.jpg|Adrian Carmack sculpting the Baron of Hell out of clay.
 +
Cyberdemon model photo.jpg|Photographs of the [[cyberdemon]] clay model taken to use as the basis for its sprites.
 +
</gallery>
  
 +
[[File:Revenant model photo.png|thumb|right|Punchatz's revenant model photographed to be turned into sprites.]]
 
=== TXFX models ===
 
=== TXFX models ===
  
While the clay modelling process proved sufficient to develop a significant number of the monsters from the first game, the Id team sought to improve the quality of the models they were photographing. To do this, they commissioned a company named TXFX to build steel and latex models for use as in-game monsters, led by modeller [[Gregor Punchatz]] {{cite web|url=https://web.archive.org/web/20040723020127/http://www.xsibase.com/articles.php?detail=50|title=Interview With Greg Punchatz|publishdate=July 13 2004|author= Raffael Dickreuter}}. The referral to Punchatz's company came from his father, [[Don Ivan Punchatz]], who created Doom's cover art.
+
While the clay modelling process proved sufficient to develop a significant number of the monsters from the first game, the id team sought to improve the quality of the models they were photographing. To do this, they commissioned a company named TXFX to build steel and latex models for use as in-game monsters, led by modeller [[Gregor Punchatz]].{{cite web|url=https://web.archive.org/web/20040723020127/http://www.xsibase.com/articles.php?detail=50|title=Interview With Greg Punchatz|publishdate=13 July 2004|author=Dickreuter, Raffael|publication=xsibase.com|accessdate=19 November 2015}} The referral to Punchatz's company came from his father, [[Don Ivan Punchatz]], who created Doom's cover art.
 
 
[[File:Revenant model photo.png|thumb|left|Punchatz's Revenant model photographed to be turned into sprites.]]
 
The first monster developed in this way was the [[Spider Mastermind]] (it is the only monster of this type appearing in the first game). The process was repeated for most of Doom II's monsters; specifically, Punchatz models are known to exist for the following monsters:
 
  
 +
The first monster developed in this way was the [[spider mastermind]] (it is the only monster of this type appearing in the first game). The process was repeated for most of the new monsters of [[Doom II]]; specifically, Punchatz models are known to exist for the following monsters:
 
* [[Revenant]]
 
* [[Revenant]]
 
* [[Mancubus]]
 
* [[Mancubus]]
 
* [[Arch-vile]]
 
* [[Arch-vile]]
* [[Spider mastermind]] (also the basis for the [[Arachnotron]])
+
* [[Spider mastermind]] (also the basis for the [[arachnotron]])
 +
 
 +
Punchatz has said that creating the models for Doom led to "a slew of work" for him and his team at a time when TXFX was only starting up. The models were at one time displayed in the id Software lobby.{{cite web|url=https://www.flickr.com/photos/47857688@N08/sets/72157627288558046/|title=The Halls of id Software|author=Bethesda Blog|publication=flickr.com|publishdate=8 July 8 2011|accessdate=19 November 2015}}
  
Punchatz has said that creating the models for Doom created "a slew of work" for him and his team at a time when TXFX was only starting up. The models were at one time displayed in the id Software lobby {{cite web|url=https://www.flickr.com/photos/47857688@N08/sets/72157627288558046/|title=The Halls of id Software|author=Bethesda Blog|publishdate=July 8, 2011}}.
 
  
 
[[File:Dem1b_1.png|thumb|right|[[Demon]] sprites being drawn over the top of a Jurassic Park toy.]]
 
[[File:Dem1b_1.png|thumb|right|[[Demon]] sprites being drawn over the top of a Jurassic Park toy.]]
 
 
=== Toys ===
 
=== Toys ===
  
As with the weapon sprites, toys were also used to develop Doom's monsters. Specifically the "pinky" demon was based on a [[wikipedia:Jurassic Park|Jurassic Park]] Dilophosaurus dinosaur toy; the toy was photographed and then drawn over in a more "traditional" manner {{cite web|url=https://www.doomworld.com/vb/post/1328124|title=John Romero is publishing previously unreleased textures for the community on twitter
+
As with the weapon sprites, toys were also used to develop Doom's monsters. Specifically the "pinky" demon was based on a ''{{wp|Jurassic Park}}'' Dilophosaurus dinosaur toy; the toy was photographed and then drawn over in a more "traditional" manner.{{cite web|url=https://www.doomworld.com/vb/post/1328124|title=John Romero is publishing previously unreleased textures for the community on twitter|author=[[Simon Howard (Fraggle)|Howard, Simon]]|publication=[[Doomworld Forums]]|publishdate=11 December 2014|accessdate=19 November 2015}} Released the same year as Doom and several months prior, ''Jurassic Park'' was an immensely popular film and heavily merchandised. None of the original dinosaur remained in the final demon sprites; they simply provided an overall reference structure and pose for the demon.
|author=fraggle|publishdate= Dec 11 2014}}. Released the same year as Doom and several months prior, Jurassic Park was immensely popular film and heavily merchandised. None of the original dinosaur remained in the final demon sprites; they simply provided an overall structure and pose for the demon.
 
  
As far as is known, the demon is the only one of Doom's monsters that was developed in this way, though the [[Lost Soul]] was derived from photos of a skull (likely also a toy) {{cite web|url=https://twitter.com/romero/status/542617546478731264|author=John Romero|title=Lost Soul scan, 1993.|publishdate=10 Dec 2014}}.
+
As far as is known, the demon is the only one of Doom's monsters that was developed in this way, though the [[Lost Soul]] was derived from photos of a skull (likely also a toy).{{cite web|url=https://twitter.com/romero/status/542617546478731264|author=[[John Romero|Romero, John]]|publication=twitter.com|title=Lost Soul scan, 1993.|publishdate=10 December 2014|accessdate=19 November 2015}}.
  
 
== Textures ==
 
== Textures ==
Line 82: Line 82:
 
<!-- Adrian's sketches which became end screens and textures -->
 
<!-- Adrian's sketches which became end screens and textures -->
  
== Cover art ==
 
 
[[File:Doom.jpg|thumb|right|Doom cover art, as featured on the title screen and retail boxes.]]
 
[[File:Doom.jpg|thumb|right|Doom cover art, as featured on the title screen and retail boxes.]]
 
+
== Covert art ==
 +
{{Main|Cover art}}
 
For Doom's title screen, id commissioned [[Don Ivan Punchatz]]. Punchatz was an artist known for his illustrations of science fiction, fantasy and heavy metal publications. His background therefore fit with Doom's science fiction / fantasy storyline, along with its heavy metal soundtrack. The artwork was used in its original form as the box cover art for the registered version of the game. Punchatz's son Gregor developed some of the models used in-game.
 
For Doom's title screen, id commissioned [[Don Ivan Punchatz]]. Punchatz was an artist known for his illustrations of science fiction, fantasy and heavy metal publications. His background therefore fit with Doom's science fiction / fantasy storyline, along with its heavy metal soundtrack. The artwork was used in its original form as the box cover art for the registered version of the game. Punchatz's son Gregor developed some of the models used in-game.
  
For Doom II, id commissioned artist Julie Bell to produce a painting of a Doom marine fighting a [[Cyberdemon]] in the ruins of a city {{cite web|url=https://twitter.com/romero/status/543008669583941632|author=John Romero|title=This original DOOM II box cover was painted by Julie Bell.|publishdate=11 Dec 2014}}. However, they were unsatisfied with the results, and instead commissioned [[Gerald Brom]] to produce another painting along the same theme. Brom's work was accepted and he was later re-commissioned to produce the cover art for [[Heretic]].
+
For Doom II, id commissioned artist Julie Bell to produce a painting of a Doom marine fighting a [[cyberdemon]] in the ruins of a city.{{cite web|url=https://twitter.com/romero/status/543008669583941632|author=[[John Romero|Romero, John]]|title=This original DOOM II box cover was painted by Julie Bell|publication=twitter.com|publishdate=11 December 2014|accessdate=19 November 2015}} However, they were unsatisfied with the results, and instead commissioned [[Gerald Brom]] to produce another painting along the same theme. Brom's work was accepted, and he was later re-commissioned to produce the cover art for [[Heretic]].
  
== Bibliography ==
+
==References==
 +
<references />

Revision as of 11:56, 19 November 2015

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

Technical background

id Software's earliest games were designed for the IBM Enhanced Graphics Adapter (EGA) hardware. This includes Hovertank 3D and the Catacomb_3-D 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.

This use of photographic techniques to import real world objects into video games was fairly new and groundbreaking at the time of Doom's release; an analogous example exists in the arcade game Mortal Kombat, released one year prior to Doom, which used similar techniques to provide photo-realistic images of the in-game fighters.

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

Inspirations

Thematically Doom was envisioned as a cross between the suspenseful sci-fi atmosphere of Aliens 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. Images also appear from the Simon Necronomicon, indicating influence from the works of the Cthulhu mythos of H. P. Lovecraft.

Tom Hall's Doom Bible design document makes repeated references to several of these franchises, also including the science fiction epic series Star Wars, which is known to have influenced the game's texture art direction.[5]

Doom's weapons were groundbreaking in being based on real photography.

Weapons

Compared to the low resolution weapons of Wolfenstein 3D, Doom's weapons were groundbreaking in being photo-realistic. The weapons were created largely (but not all) based on photographs of toy guns bought from Toys "R" Us.[6] Kevin Cloud's hands are those depicted holding the toy weapons. Identified weapons include:

Monsters

Clay modelling and photography

Several of Doom's monsters were sculpted out of clay formed on top of small posable wooden mannequins. The same model in a particular pose could then be photographed from multiple sides to get multiple sprite rotations for the same animation frame. Frames of animation would have been achieved by adjusting the pose of the model and repeating the process.

Monsters known to have been developed this way include the Baron of Hell and the cyberdemon; the player sprites were also developed in the same way. Being made of clay, the photographed models were entirely grey; once photographed and imported, additional details and coloring were applied. Similarities between sprites suggest that the player model provided an initial template that was then used to develop the former human monsters; the same sprites were also re-used again during development of Strife for the rebel characters.[10]

Punchatz's revenant model photographed to be turned into sprites.

TXFX models

While the clay modelling process proved sufficient to develop a significant number of the monsters from the first game, the id team sought to improve the quality of the models they were photographing. To do this, they commissioned a company named TXFX to build steel and latex models for use as in-game monsters, led by modeller Gregor Punchatz.[11] The referral to Punchatz's company came from his father, Don Ivan Punchatz, who created Doom's cover art.

The first monster developed in this way was the spider mastermind (it is the only monster of this type appearing in the first game). The process was repeated for most of the new monsters of Doom II; specifically, Punchatz models are known to exist for the following monsters:

Punchatz has said that creating the models for Doom led to "a slew of work" for him and his team at a time when TXFX was only starting up. The models were at one time displayed in the id Software lobby.[12]


Demon sprites being drawn over the top of a Jurassic Park toy.

Toys

As with the weapon sprites, toys were also used to develop Doom's monsters. Specifically the "pinky" demon was based on a Jurassic Park Dilophosaurus dinosaur toy; the toy was photographed and then drawn over in a more "traditional" manner.[13] Released the same year as Doom and several months prior, Jurassic Park was an immensely popular film and heavily merchandised. None of the original dinosaur remained in the final demon sprites; they simply provided an overall reference structure and pose for the demon.

As far as is known, the demon is the only one of Doom's monsters that was developed in this way, though the Lost Soul was derived from photos of a skull (likely also a toy).[14].

Textures

Sketch work

Doom cover art, as featured on the title screen and retail boxes.

Covert art

Main article: Cover art

For Doom's title screen, id commissioned Don Ivan Punchatz. Punchatz was an artist known for his illustrations of science fiction, fantasy and heavy metal publications. His background therefore fit with Doom's science fiction / fantasy storyline, along with its heavy metal soundtrack. The artwork was used in its original form as the box cover art for the registered version of the game. Punchatz's son Gregor developed some of the models used in-game.

For Doom II, id commissioned artist Julie Bell to produce a painting of a Doom marine fighting a cyberdemon in the ruins of a city.[15] However, they were unsatisfied with the results, and instead commissioned Gerald Brom to produce another painting along the same theme. Brom's work was accepted, and he was later re-commissioned to produce the cover art for Heretic.

References

  1. NeXT Computer, Inc. (1 January 1992). "NeXT Cube sales brochure." Retrieved 19 November 2015.
  2. Romero, John (15 January 2009). "doom history 1994." rome.ro blog post. Retrieved 25 October 2015.
  3. Kushner, David. Masters of Doom. ISBN 9780812972153 p128
  4. Kushner, David. Masters of Doom. ISBN 9780812972153 p75, 101
  5. Hall, Tom (10 December 1998). "Doom Bible." Doomworld. Retrieved 19 November 2015.
  6. Kushner, David. Masters of Doom. ISBN 9780812972153 p134
  7. Romero, John. https://romero.smugmug.com/Video-Games/The-Archives/i-343R6wS. Retrieved 19 November 2015.
  8. Blackmantis (7 April 2015). "Real Doom Weapons/toys (with photos)." Doomworld Forums. Retrieved 19 November 2015.
  9. Villarreal, Samuel (30 April 2015). "Could this be the actual toy gun used for the BFG?" Doomworld Forums. Retrieved 19 November 2015.
  10. Howard, Simon (25 May 2015). "Strife's rebel sprites are derived from the Doom marine?" Retrieved 19 November 2015.
  11. Dickreuter, Raffael (13 July 2004). "Interview With Greg Punchatz." xsibase.com. Retrieved 19 November 2015.
  12. Bethesda Blog (8 July 2008). "The Halls of id Software." flickr.com. Retrieved 19 November 2015.
  13. Howard, Simon (11 December 2014). "John Romero is publishing previously unreleased textures for the community on twitter." Doomworld Forums. Retrieved 19 November 2015.
  14. Romero, John (10 December 2014). "Lost Soul scan, 1993." twitter.com. Retrieved 19 November 2015.
  15. Romero, John (11 December 2014). "This original DOOM II box cover was painted by Julie Bell." twitter.com. Retrieved 19 November 2015.