DOOM’s Development: A Year of Madness

“Does it run DOOM?” is the oft-heard phrase as it is the canonical first-port for any system, be it a toaster, touch bar or printer.

Programmer, game designer, level designer and DOOM II final boss John Romero delivers a postmortem on the game showing rarely seen material, memorializing its immersive but nerve-wracking 3D environments, networked multiplayer deathmatches, demonic imagery and themes, Barney WADs, exploding barrels, and BFG 9000.

DOOM