The art of Doom
We talk to the concept artists who revisited the original FPS for 2016’s next-gen version.
with a strafe run or a rocket jump. But mainly you shot anything and everything that moved. You used the handgun, the shotgun, the BFG. And you had two speeds: fast and faster.
The bad guys, the demons, they also charged around like raging bulls. So you opened a door and blasted away before you’d seen what was waiting on the other side. No one kept score – it wasn’t about that. You spilled as much pixelated blood and guts as possible. You got lost, doubled back, walked into walls. Out of sheer frustration you fired a few shots at nothing at all. Doom showed us video games could be different. It said, that’s how things were, but this is how they are now. When id Software released the engine source code, fans started building and sharing their
ne critic recently described the original Doom as the games industry’s “punk moment”. It changed things. It was a deliberate break from old conventions. You had mazes to explore, the freedom to go where you wanted. You could get creative One of the art team’s touchstones was 80s death metal album covers – an influence seen in the light and shadow here.