Hugo Martin

From DoomWiki.org

Hugo Martin at id Software in Richardson, Texas.

Hugo Martin is Game Director at id Software since 2018,[1] after having been Creative Director from 2014, having freelanced for the company before being hired full-time,[2] with his first major project there being Doom (2016). His industry experience began in 2005 with art design work on Naughty Dog's Jak X: Combat Racing.[3] He has also worked at Blur Studio, Mirada Studios, and Spark Unlimited in the fields of games, commercials, and film.[3] He played a notable role in the creation of the 2013 film Pacific Rim.[4]

As a self-described pop culture nerd, Hugo infused elements from diverse films, comics, and other artistic works into his vision for the 2016 Doom game. He also calls himself a fan of lean, efficient story telling.[2]

Trivia[edit]

  • Hugo's first Doom game was Doom 64, of which he describes himself as a fan.[2]
  • Hugo drives a minivan, which he calls the "Vancubus" in homage to the mancubus.
  • Hugo's involvement in Pacific Rim may have inspired the Atlan Mech gameplay sections of Doom: The Dark Ages, with him stating that plans for a playable mech suit were discussed as early as Doom Eternal and The Ancient Gods, Part Two.[citation needed]
  • According to Hugo himself, id Software principal concept artist Colin Geller was at one time one of his students, well before both joined the company.[5]

External links[edit]

References[edit]

  1. linkedin (16 April 2021). "Hugo Martin on LinkedIn." LinkedIn. Retrieved 16 April 2021.
  2. 2.0 2.1 2.2 noclip (23 December 2016). "Hugo Martin on the Creativity Behind DOOM - Extended Interview." YouTube. Retrieved 27 April 2018.
  3. 3.0 3.1 MobyGames contributors (15 May 2016). "Hugo Martin." MobyGames. Retrieved 27 April 2018.
  4. "Hugo Martin." IMDb. Retrieved 27 April 2018.
  5. @DOOM (23 April 2025). "In this fourth episode of “The Art of Slaying,” Hugo talks us through concept art of class: Rail Spike." Twitter. Retrieved 23 April 2025.
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