![]() Level designer Sandy Petersen pushed for Lovecraft-inspired elements. Most of Romero's levels were dark, medieval "wizard" themed. They hadn't set out to make another sci-fi shooter. ![]() The certainty was a relief, but still disappointing. Then in one fateful team meeting in November 1995, an exhausted team decided they should just make another Doom-like FPS with sci-fi elements. Half the team thought they were making a fantasy adventure about a guy with a magic hammer. For a year, lead programmer John Carmack and lead designer John Romero kept changing directions, forcing people to redo work repeatedly. ![]() Doom's success left the company under heavy pressure for a follow-up.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |