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The Making of Quake, Part 4: Aftershocks

Shacknews is celebrating the 25th anniversary of Quake and of Shacknews by serializing Rocket Jump: Quake and the Golden Age of First-Person Shooters our flagship long read exploring the making of id Software s Quake trilogy, the culture inside id during development of Quake 1, 2, and 3, and the impact id s games had on the FPS genre. Every week in June, we ll post another chapter offering unprecedented, behind-the-scenes access into one of the most influential games ever made. In today s chapter, the id team recovers from making 1994 s Doom II and struggles to define its next project. You can read Rocket Jump in its entirety in the Shacknews Long Read section of the site, where you ll find more deep dives into stories of how games are made and the people who make them.

The Making of Quake, Part 2: Degrees of Freedom

Learning the ins and outs of their most advanced game engine yet, id Software s developers follow their muses to create Quake s four distinct episodes.

The Making of Quake, Part 1: We are the Wind

Following the release of Doom 2, id Software wrestles with bleeding-edge technology and internal strife over what type of game to make next.

From Keen to Doom: id Software s Founders Talk 30 Years of Gaming History

From Keen to Doom: id Software’s Founders Talk 30 Years of Gaming History Feb 1, 2021, 6:40 am EDT | 8 min read On February 1, 1991, John Romero, John Carmack, Tom Hall, and Adrian Carmack officially founded id Software. The group went on to revolutionize the game industry with franchises such as Wolfenstein, Doom, and Quake. Here’s a look back at id Software over the last 30 years, with a little help from those legendary developers. id Software: The House That Keen Built The story of id Software began in the late 1980s, when John Carmack, John Romero, Adrian Carmack (no relation to John), and Tom Hall developed games for a mail-order disk magazine company called Softdisk, located in Shreveport, Louisiana.

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