Fact-checked by Grok 2 weeks ago

id Software

id Software LLC is an video game development studio founded on February 1, 1991, in , by programmers and , game designer , and artist , all formerly of . The company pioneered the modern (FPS) genre with Wolfenstein 3D in 1992, which introduced fast-paced action and maze-like levels, followed by Doom in 1993, whose distribution model and technical innovations in rendering and networking popularized multiplayer "deathmatch" play. id Software's proprietary engines powered these breakthroughs, licensing them to other developers and enabling rapid industry-wide advances in graphics. Subsequent titles like (1996) shifted to fully environments, eschewing 2.5D limitations and fostering esports precursors through online multiplayer. Acquired by in 2009 for $150 million, id integrated into ' portfolio, which purchased in 2021, yet retained creative autonomy for reboots like Doom (2016) and (2020). As of 2025, id continues developing FPS titles, including Doom: The Dark Ages.

Founding and Early Development

Formation and Initial Team

id Software was established on February 1, 1991, by , , , and , who had collaborated as contractors and employees at Softdisk's Gamer's Edge division in . served as the primary engine programmer, renowned for his innovations in and later graphics rendering; contributed programming, level design, and creative direction; led with a focus on narrative and mechanics; and handled art and animation duties. The name "id" derived from truncating "IFD," an earlier project acronym standing for "Ideas from the Deep." Prior to formation, the team grew frustrated with Softdisk's restrictive policies on external projects and limited resources for innovation, prompting them to pursue independent development of a side-scrolling series featuring the character . Carmack's breakthrough in achieving and smooth animation on systems without dedicated hardware enabled this ambition, allowing PC games to compete with console titles. Operating initially from personal residences in the , the small team lacked formal office space but leveraged remote collaboration and minimal overhead to prototype rapidly. Early business operations were supported by Jay Wilbur, who handled administrative and promotional tasks, while the core creative quartet focused on technical and design work. This lean structure emphasized code efficiency and distribution, setting the stage for id's disruptive model in the industry. By mid-1991, the company had relocated to a modest office in , facilitating closer coordination as development intensified.

Commander Keen and Early Shareware Model

In 1990, , , and , while working at Publications in , secretly developed the side-scrolling in Invasion of the Vorticons using Carmack's innovative smooth-scrolling engine for EGA graphics, which enabled console-like fluidity on IBM PCs. The game starred Billy Blaze, an eight-year-old genius donning a and ray gun as to thwart alien threats, blending sci-fi adventure with precise platforming mechanics inspired by titles. The first episode, "Marooned on Mars," launched on December 14, 1990, under the banner of Ideas from the Deep—the precursor collective to id Software—and distributed as by Apogee Software. Apogee's model offered the opening episode free via systems and floppy disks, with Episodes ("The Earth Explodes") and III ("The Keen Quake") available for $15 each upon registration, incentivizing users to pay for complete access and sequels. This approach, refined by Apogee founder Scott Miller, bypassed retail constraints and leveraged early online communities for viral spread. Initial sales exceeded expectations, yielding about $20,000 in the first month—doubling Apogee's prior monthly revenue—and delivering roughly $10,000 in royalties to the developers by January 1991. Buoyed by this validation, the team, augmented by artist , resigned from on February 1, 1991, to establish id Software in , committing fully to independent development. The Vorticons trilogy's triumph demonstrated 's efficacy for , enabling direct consumer reach, rapid , and revenue without publisher intermediaries, while id's technical prowess in optimizing for 286 and 386 processors set benchmarks for shareware titles. This early model not only funded id's transition to full-time operations but also foreshadowed their dominance in , contrasting with the era's console-centric industry.

Breakthrough Era (1992–1996)

Wolfenstein 3D and FPS Origins

Wolfenstein 3D was developed by id Software over approximately four months in early 1992, marking a shift from their prior 2D platformers like Commander Keen to pseudo-3D action games. The project built on internal prototypes, including the 1991 Catacomb 3-D, which introduced basic first-person 3D navigation and combat in a fantasy setting, but Wolfenstein 3D refined these elements for a World War II-themed shooter featuring protagonist B.J. Blazkowicz escaping a Nazi castle. John Carmack handled core runtime programming for the engine, adapting techniques from the Commander Keen codebase, while John Romero developed tools like the TED5 level editor and asset packers. id Software secured rights from Muse Software to sequel the 1981 top-down game Castle Wolfenstein, reimagining it in first-person with episodic structure: six episodes total, the first released as shareware. The game's engine employed raycasting, a rendering method that cast rays from the player's viewpoint across a grid map to generate perspective-correct, textured vertical walls and floors, enabling smooth 3D-like traversal at 320x200 VGA resolution with 256 colors— a significant advancement over EGA limitations in prior id titles. This tile-based approach prioritized speed on 286/386 , supporting real-time enemy sprites that scaled with distance, basic for pursuits and attacks, and interactive elements like doors, elevators, and hidden secrets, all without true polygonal 3D. Weapons included a knife, , machine gun, and chaingun, with health packs and treasures for progression through maze-like levels culminating in boss fights, such as against Mecha-Hitler in Episode 3. Released on May 5, 1992, via Apogee Software's distribution model, the shareware episode drove viral adoption through bulletin board systems, leading id to decline a $2.5 million acquisition offer from On-Line to retain control and profits. Wolfenstein 3D played a pivotal role in establishing the (FPS) genre, popularizing immersive, fast-paced 3D combat that became the standard for action games into the 1990s and beyond. While precursors existed—such as 1974's Maze War for networked first-person deathmatch or id's own (1991) for vehicular shooting—Wolfenstein 3D's on-foot infantry focus, combined with accessible distribution and visceral Nazi-slaying theme, achieved mainstream breakthrough, selling over 200,000 copies by mid-decade and inspiring clones like Blake Stone. It defined FPS conventions including health-based , keycard , ammo scarcity, and episode-based campaigns, directly influencing id's follow-up Doom (1993) and competitors, though its flat-floor limitation and lack of verticality were soon surpassed by in later engines. The title's success validated PC gaming's potential for 3D titles, shifting industry emphasis from slower, vector-based simulations to real-time rasterization-driven experiences.

Doom Revolution and Engine Innovations

id Software released the shareware version of Doom on December 10, 1993, featuring the first episode available for free distribution via systems and early services. This model, building on the success of , allowed rapid dissemination, resulting in an estimated 15-20 million downloads within two years and establishing id's dominance in the emerging genre. The game shifted from Wolfenstein's rigid, maze-like levels to more dynamic environments, emphasizing fast-paced combat against demonic enemies in a sci-fi setting on Mars' moons. The *, primarily authored by lead programmer , marked a pivotal advancement over the engine, transitioning from raycasting to a node-based rendering system using (BSP) trees. This technique divided maps into hierarchical subspaces, enabling efficient visibility determination and supporting variable floor and ceiling heights within sectors, which allowed for multi-level designs, stairs, and overhangs without true 3D polygons. Additional features included sloped lighting gradients for , sprite-based enemies with rotational animations, and hardware-accelerated on PCs with VGA graphics, achieving 35 FPS on a 33 MHz 386 processor. These optimizations prioritized performance over full 3D geometry, making the engine highly portable across platforms like , Macintosh, and consoles. Doom revolutionized multiplayer gameplay by integrating mode as a core feature, supporting up to four players over local area networks with split-screen options, which fostered competitive play and communities through editable WAD files. The engine's modularity encouraged , including custom levels and total conversions, influencing the genre's emphasis on speed, accessibility, and extensibility. By April 1994, the full commercial release sold over 2 million copies, cementing Doom's role in popularizing the formula of visceral action and technological showcase.

Quake and Multiplayer Pioneering

, released by id Software on June 22, 1996, represented a technical leap in design through its id Tech 2 engine, which enabled true polygonal rendering for both environments and player models, replacing the sprite approximations of prior titles like Doom. This shift allowed for complex geometry, sloped surfaces, and dynamic lighting, with the engine supporting hardware-accelerated rendering in later updates to enhance performance on period hardware. The single-player campaign featured elements across four episodes, but 's architecture emphasized modifiability, with QuakeC scripting facilitating community-driven expansions from launch. Quake pioneered robust multiplayer integration as a core feature, building on Doom's but implementing a client-server model that supported up to 16 players over or TCP/IP networks, enabling scalable online sessions without peer-to-peer limitations. This networking approach minimized desynchronization issues through server-authoritative simulation, laying groundwork for reliable internet-based competitive play in an era dominated by dial-up modems. Modes included cooperative play and free-for-all , with rocket jumps and strafe mechanics emerging as staples of high-skill movement, influencing subsequent arena shooters. In December 1996, id Software issued QuakeWorld, a dedicated multiplayer patch that decoupled client and server executables while optimizing for low-bandwidth conditions, incorporating to compensate for 100-200 ms latencies typical of 28.8 kbps connections. This update introduced reliable ordered messaging and reduced bandwidth usage by prioritizing movement deltas over full state snapshots, sustaining viable online competition and spawning organized ladders with global rankings until 1997. Quake's multiplayer ecosystem spurred mods like variants and Team Fortress, fostering early precedents through clan-based tournaments and third-party servers that hosted thousands of concurrent players by 1997.

Internal Transitions and Challenges (1997–2009)

Key Departures and Leadership Shifts

In the aftermath of 's 1996 release, id Software experienced a pivotal leadership shift with the departure of co-founder and lead designer , who was fired amid conflicts over work ethic and project direction, fundamentally altering the studio's creative dynamics as it entered the late 1990s. This vacuum was filled by internal promotions and external hires, including Todd Hollenshead, who joined as CEO in 1996 and guided business strategy through 's development and licensing deals, emphasizing engine technology over expansive level design. , a longtime level designer since , emerged as creative lead, directing design for (1997) and (1999), which shifted focus toward multiplayer arenas and away from Romero-era single-player storytelling. Level designer , known for contributions to 's Lovecraftian elements, departed in June 1997 for , citing internal tensions during the era that contributed to a broader talent exodus. Business manager Jay Wilbur also left in 1997 following Romero's exit, joining and further streamlining id's operations under Hollenshead's oversight. These changes stabilized the company but introduced challenges in maintaining the rapid innovation of earlier years, with retaining primary control over engine development amid a more hierarchical structure. By the mid-2000s, additional fractures emerged, notably with co-founder and artist 's ouster in September 2005, which sparked a alleging id owed him substantially more than a $20 million offer tied to his equity share. The dispute, rooted in disagreements over compensation and role post-Doom 3, highlighted growing tensions between creative founders and business priorities as id pursued larger-scale projects like the engine. Artist Kevin Cloud, who had collaborated with since 1992, transitioned to executive producer around 2007, assuming oversight of production to fill the artistic leadership gap. These shifts presaged id's 2009 acquisition by , reflecting a evolution from founder-driven autonomy to corporate alignment while preserving Carmack's technical influence until later years.

Post-Quake Projects and Engine Iterations

Following the release of in 1996, id Software produced , a released on December 9, 1997, that introduced the id Tech 2 engine with enhancements including colored lightmaps for more realistic illumination, support for larger levels, and curved surface geometry via a patch-based system. The engine built on 's foundation by optimizing for via , enabling smoother performance on period PCs with 3D accelerators like 3dfx cards, and facilitating multiplayer over TCP/IP networks with up to 16 players. id Tech 2's advancements allowed for greater artistic flexibility, as evidenced by 's shift to a structured campaign against cybernetic Strogg invaders on a distant planet, diverging from 's Lovecraftian themes while emphasizing and AI-driven enemies. The engine's modifiability spurred community expansions, such as , which adapted it for realistic tactical shooters. Subsequently, id Software released on December 2, 1999, prioritizing competitive multiplayer in arena-style maps over single-player narrative, powered by the engine. This iteration introduced for character models using formats, a robust shader system for real-time effects like and specular highlights, and improved networking with prediction-based to reduce in online matches supporting up to 16 participants. id Tech 3's efficiency on low-end hardware—requiring only a processor and 64 MB RAM—fostered its widespread licensing, underpinning titles like (developed by Gray Matter Interactive with id oversight, released November 19, 2001) for occult-Nazi themed campaigns blending stealth and shooting. By the early 2000s, id Software concentrated on technological reinvention, debuting with on August 3, 2004, which emphasized horror elements through a single-light-source-per-area design generating unified dynamic shadows via stencil buffering. The engine's megatexture system compressed vast surface details into single images for seamless rendering, though it demanded high-end GPUs like 6800 for full effect, and integrated physics simulation for effects and debris. 's Mars research facility setting revisited the original Doom's demonic invasion but with restricted visibility and jump-scare audio cues to heighten tension. id Tech 4's licensing expanded id's influence without full development overhead; used it for (released October 18, 2005), continuing the Strogg war with squad-based mechanics and cybernetic transformation sequences, while adapted a modified version for Enemy Territory: Quake Wars (released September 28, 2007), a class-based objective shooter pitting humans against Strogg in large-scale battles supporting 24-on-24 multiplayer. These projects highlighted id's pivot to engine-centric output amid resource constraints, with Tech 4's open-source release in 2005 under GPL enabling further derivatives like fan mods and ports. By 2009, id Tech 4 powered over a dozen commercial titles, underscoring its commercial viability despite id's smaller team size compared to rivals.

Corporate Acquisitions and Modern Phase (2009–Present)

ZeniMax Acquisition and Bethesda Integration

In 2009, , the parent company of , acquired id Software in a transaction completed on June 24. The deal provided id with financial stability and access to ZeniMax's publishing resources while preserving its operational independence as a development studio focused on titles. id's leadership, including technical director and chief executive officer Todd Hollenshead, signed long-term employment agreements and retained control over day-to-day decisions. Post-acquisition, assumed publishing duties for id's upcoming projects, marking a shift from id's prior model and external partnerships. This integration aligned id's output—such as the 2011 release of , developed on —with Bethesda's portfolio, enabling broader distribution and marketing support under the ZeniMax umbrella. Existing publishing commitments for id titles remained unaffected, ensuring continuity for ongoing contracts. The structure emphasized autonomy over deep technical or creative merging, as id continued iterating on its proprietary id Tech engines separately from ' focus on open-world RPGs like series. ZeniMax's oversight facilitated resource sharing in areas like global operations, exemplified by id's 2015 expansion to a secondary studio in , , but did not alter id's core engineering-driven culture. This arrangement supported id's development of high-profile sequels, including reboots in the Doom and franchises, published through Bethesda channels.

Microsoft Ownership and Resource Expansion

Microsoft completed its acquisition of ZeniMax Media, including id Software, on March 9, 2021, for $7.5 billion, integrating the studio into under the division. This move provided id Software with access to Microsoft's broader ecosystem, including enhanced cloud infrastructure via for potential scalability in multiplayer features and distribution through , where titles like became available on day one post-integration. Under Microsoft ownership, id Software pursued targeted hiring in late 2021, posting vacancies for roles supporting a "long-running iconic action FPS" project, signaling intent to bolster development capacity for ongoing franchises such as Doom or Quake. The studio leveraged this period to complete Doom Eternal's The Ancient Gods DLC expansions in 2020–2021, transitioning into full Microsoft oversight, and collaborated with other Xbox studios like MachineGames and external partners such as Nightdive Studios on remasters, including the August 2024 rerelease of Doom + Doom II. These efforts benefited from Microsoft's publishing muscle via Bethesda Softworks, enabling wider platform reach and marketing support, though id maintained its historically lean team structure, estimated at around 150–300 employees with no verified large-scale expansion. By 2025, id Software released Doom: The Dark Ages on May 14, utilizing the new id Tech 8 engine optimized for current-generation hardware, demonstrating sustained technical innovation amid 's resources for high-fidelity production. However, broader ZeniMax-wide challenges, including July 2025 layoffs affecting 164 positions and a November 2024 strike by unionized workers protesting bargaining practices, highlight tensions in resource allocation under , potentially constraining studio growth despite acquisition promises of in and .

Recent Releases and Ongoing Projects (up to 2025)

In March 2020, id Software released , a fast-paced sequel to the 2016 Doom , featuring expanded multiplayer modes, a campaign emphasizing aggressive combat mechanics, and the engine for enhanced rendering and destruction effects. The game sold over 3 million copies in its first week and received critical acclaim for revitalizing the series' core "rip and tear" gameplay loop. A year-one pass added two DLC campaigns, The Ancient Gods – Part One in October 2020 and Part Two in March 2021, introducing narrative expansions with new demons and weapons while maintaining single-player focus. Following a period of engine refinement and integration under Microsoft ownership after the 2021 ZeniMax acquisition, id Software announced Doom: The Dark Ages at the Xbox Games Showcase on June 9, 2024, positioning it as a set in a medieval-inspired hellish war. The title launched on May 15, 2025, for , Windows, and Series X/S, with day-one availability on , featuring the Doom Slayer wielding new tools like a shield and dragon companion alongside traditional arsenal upgrades. It emphasizes vehicular combat and large-scale battles, powered by an updated engine iteration supporting and ray tracing. At 2025 on August 7, id Software surprise-released an enhanced bundle of Heretic + Hexen, including cross-platform multiplayer, mod support, and quality-of-life updates to the 1990s fantasy shooters originally powered by id's early engines. This ports the titles to modern hardware while preserving inventory-based magic systems and hub-world progression, developed in collaboration with . As of August 2025, id Software has initiated development on an unannounced first-person shooter, evidenced by job listings seeking programmers experienced in FPS gameplay features, potentially reviving the Quake series or introducing a new intellectual property beyond the Doom franchise. No further details on scope, engine, or timeline have been disclosed, reflecting the studio's focus on rapid iteration post-Dark Ages launch.

Technological Contributions

id Tech Engine Series

The id Tech series consists of proprietary game engines developed by id Software, each iteration building on prior advancements in graphics rendering, physics simulation, and optimization to enable high-performance in first-person shooters. Initially unnamed and referred to by the games they powered, the engines received official "id Tech" designations starting with id Tech 5 in 2011, with retroactive labeling applied to earlier versions. These engines emphasized efficient use of limited resources, innovative visibility culling techniques, and modular licensing to third-party developers, influencing titles beyond id's portfolio. id Tech 1, released with Doom on December 10, 1993, introduced (BSP) trees for rapid scene rendering, allowing texture-mapped walls, multi-level floors and ceilings, and 2D sprite-based enemies in a pseudo-3D environment. Developed primarily by , it optimized for systems with software rendering, achieving 35 frames per second on 486 processors through sector-based visibility determination and negated . The engine powered licensees like Heretic (1994) and (1995), demonstrating its portability to ports such as Doom for in 1995. id Tech 2, debuting in on June 22, 1996, and refined for in 1997, shifted to fully 3D polygonal geometry with vertex arrays and curved surfaces via Catmull-Clark subdivision surfaces, supported by for . Carmack's implementation included precomputed lightmaps and client-server networking for multiplayer, enabling 30-60 on Pentium-era hardware. Licensed widely, it underpinned (1998) and (1998), with its QuakeWorld protocol influencing competitive online gaming. id Tech 3, launched with Quake III Arena on December 2, 1999, added spline-based curved surfaces, multitexturing shaders, and the fast inverse square root algorithm for normalized vector calculations, enhancing lighting and special effects. It supported MD3 model format for animated characters and cubic environment mapping, running at high frame rates on GeForce 256 GPUs. As one of the most licensed id engines, it drove Return to Castle Wolfenstein (2001) and early Call of Duty titles, with its arena-shooter codebase fostering modding communities. , powering on August 3, 2004, focused on per-pixel lighting and dynamic shadows via stencil shadow volumes, alongside normal and specular mapping for detailed surfaces without excessive polygons. Carmack's design integrated unified lighting and shadowing in a single pass, using mega-textures for seamless terrain, though it prioritized graphical fidelity over frame rates on Xbox-era consoles. Licensing extended to Prey (2006) and (2005), but adoption was limited due to performance demands on CPUs. , introduced in on October 4, 2011, pioneered virtual texturing with mega-textures spanning gigabytes, loaded on-demand to minimize memory usage, complemented by high-dynamic-range () lighting and volumetric effects. Developed under Carmack's oversight before his 2013 departure, it targeted but faced criticism for texture pop-in on PCs. Internal use continued in titles by , though external licensing remained selective. id Tech 6, utilized in the 2016 Doom reboot released May 13, 2016, refined mega-texturing with incorporating motion vectors for smoother visuals, emphasizing rasterization over ray tracing for 60+ on mid-range hardware. Post-Carmack, the engine reused his codebase for occlusion culling and particle effects, supporting API for efficient multi-threading. It powered Wolfenstein II: The New Colossus (2017) and demonstrated scalability in id's fast-paced combat design. , debuting with on March 20, 2020, adopted exclusively for parallel rendering pipelines, enabling 10 times higher geometric detail and destructible demon models through multi-threaded asset streaming. Features included ray-traced reflections, DLSS integration for hardware, and optimized traversal for complex levels, achieving stable 60 FPS on PS4/ while scaling to 8K on PCs. Licensed to for and the Great Circle (2024), it prioritized CPU efficiency amid id's integration into larger projects.
Engine VersionInitial Release YearDebut GameNotable Licensees
id Tech 11993Heretic, Hexen
id Tech 21996,
id Tech 31999,
id Tech 42004Prey,
id Tech 52011Wolfenstein series (MachineGames)
id Tech 62016Doom (2016)Wolfenstein II
id Tech 72020 and the Great Circle

Linux Porting and Open-Source Influences

id Software initiated Linux support for its games early in the platform's history, beginning with a port of Doom developed by programmer Dave Taylor in 1994, initially for X11 on September 9 and later for SVGAlib on December 9, with the last official binaries provided on October 13, 1996. This made Doom the first id title available on Linux, predating widespread commercial interest in the operating system for gaming. Subsequent ports followed for Quake in 1996, including a shareware Linux version released alongside the full game on June 22, and later for Quake II, Quake III Arena, Return to Castle Wolfenstein, Doom 3, and Quake 4 in the mid-2000s. To sustain this effort, id Software employed Timothée Besset (known as TTimo) starting around 2001, who became the primary developer for Linux and some Mac ports of titles including Quake III Arena, Doom 3, and Quake 4, ensuring native performance and compatibility. These porting initiatives were bolstered by id Software's practice of releasing engine , which enabled community-driven enhancements for . The Doom Linux source was made available on December 23, 1997, for non-commercial use, allowing modifications and further ports. The Quake followed on December 21, 1999, under the (GPL), followed by Quake III Arena on August 19, 2005, also GPL-licensed. Later, Doom 3: BFG Edition source (incorporating updates) was released on November 26, 2012. These GPL releases permitted free redistribution and derivative works, fostering open-source projects like source ports (e.g., ioquake3 for Quake III) that improved Linux compatibility, added modern features, and extended game longevity on the platform. id Software's engines, designed with cross-platform principles such as rendering from Quake onward, inherently supported development workflows, as co-founder and the team initially built on systems before targeting and Windows. This approach influenced broader open-source gaming, with id Tech code serving as a foundation for engines in titles like Nexuiz and community tools, though commercial porting waned by the late 2000s due to limited , as Carmack noted in 2013 that it ranked low among business priorities. Despite this, the early commitments established id as a pioneer in Linux-native gaming and open-source engine accessibility.

Audio and File Format Innovations

id Software's file formats prioritized rapid access and modularity, reflecting hardware constraints of the and fostering community-driven content creation. The WAD format, introduced with Doom on December 10, 1993, organizes assets into sequentially stored "lumps" identifiable by four-character names, encompassing lumps for maps (e.g., structures for sectors and linedefs), (e.g., paletted bitmaps), sounds, and ; this lump-based design enables lump insertion, deletion, or substitution via offsets in a header directory, underpinning the extraction tools and patching systems that propelled Doom's ecosystem. Building on this, Quake, released June 22, 1996, adopted the PAK format as a lightweight archive for distributing models, textures, maps, and other resources; PAK files prepend a header with the "PACK" identifier, followed by a null-terminated directory of file paths and offsets to uncompressed payloads, eschewing compression to minimize decompression latency and emulate a virtual filesystem across multiple archives via concatenation— a pragmatic choice for real-time rendering demands on systems like the Intel 486. Quake's WAD2 variant extended WAD semantics for texture mipmaps and palettes, adjusting directory entry sizes to 16 bytes while retaining compatibility for legacy tools. In audio, id Software devised the IMF (id Music Format) for early DOS titles including Wolfenstein 3D (May 5, 1992) and the shareware Doom (1993), encoding music as raw byte sequences of OPL2 chip register writes (delay values followed by port and data pairs) to drive FM synthesis on AdLib cards; this procedural approach yields compact files—typically under 10 KB per track—by leveraging hardware timbre generation rather than storing waveforms, circumventing storage limits of 1.2 MB floppies while supporting looping via embedded markers. Sound effects in Doom and utilized IMA ADPCM compression within standard containers for digitized samples, achieving roughly 2:1 size reduction over PCM at 8-16 kHz rates to accommodate multichannel spatialization without excessive memory demands. These formats' simplicity facilitated porting and reverse-engineering, influencing subsequent engines' resource handling.

Game Portfolio

Wolfenstein Series

Wolfenstein 3D, developed by id Software and released on May 5, 1992, for platforms, revived the dormant intellectual property originally created by in 1981. The game introduced players to Allied spy William "B.J." navigating procedurally generated maze-like levels within Nazi strongholds, using a raycasting rendering technique adapted from id's earlier titles like (1991) to simulate three-dimensional environments on limited 286 and 386 processors. Development commenced in January 1992 with a team expanded to eight members, emphasizing fast-paced combat against guards, dogs, and officers armed with pistols, chainguns, and dynamite, alongside basic puzzles like key collection and elevator navigation. Published under Apogee Software's model, the first of six episodes was distributed freely, propelling sales of full versions and establishing id's reputation for innovative distribution strategies that bypassed traditional retail constraints. In the summer of 1992, id Software produced Spear of Destiny, a expansion to published by FormGen and released on September 18, 1992. Retaining the core raycasting engine and mechanics, it comprised 21 single-player levels focused on Blazkowicz's mission to seize the biblical Spear of Destiny from a fortified Nazi castle before it reaches . The title introduced minor enhancements, such as new enemy variants including mutants and additional boss encounters, while maintaining the episodic structure and treasure-collecting objectives of its predecessor; development reportedly spanned two months, underscoring id's efficient iteration on proven technology. Unlike the release of , Spear of Destiny launched as a commercial product, further capitalizing on the franchise's momentum. Following these releases, id Software shifted focus to original properties like the Doom series, licensing the Wolfenstein rights to external studios for subsequent entries including Return to Castle Wolfenstein (2001) by Gray Matter Interactive and Wolfenstein (2009) by Raven Software. These later titles incorporated id's proprietary engines—such as id Tech 3 for Return to Castle Wolfenstein and id Tech 4 for the 2009 game—extending the technical legacy of id's foundational work without direct development involvement from the studio. Under ZeniMax Media's ownership after 2009, primary development of modern Wolfenstein installments transitioned to MachineGames, utilizing id Tech engines like id Tech 5 and 6 for games such as Wolfenstein: The New Order (2014). This arrangement allowed id to prioritize core franchises while id's rendering innovations continued to underpin the series' graphical fidelity and performance.

Doom Series

The Doom series consists of games developed primarily by id Software, featuring a lone battling demonic forces invading . The franchise originated with Doom, released on December 10, 1993, as for , where the first episode was distributed freely to promote full commercial sales. This model facilitated rapid dissemination via systems and early , resulting in an estimated 10-15 million downloads of the shareware version and 2-3 million paid registrations, fundamentally altering game distribution by demonstrating the viability of digital for high-production titles. The game's innovations, including sector-based rendering for pseudo-3D environments, networked multiplayer , and modifiable WAD files enabling extensive community content creation, set benchmarks for the FPS genre's pace, level design, and extensibility. Doom II: Hell on Earth, developed by id Software and released on October 10, 1994, expanded the original with 30 new levels, introducing dynamic lighting effects, new enemies like the arch-vile, and weapons such as the super shotgun, while maintaining the distribution for its first episode. The title achieved similar commercial success, solidifying id Software's reputation for iterative improvements in fluidity and enemy AI behaviors, such as charging mancubi and resurrecting capabilities. id supervised community-driven projects like Master Levels for Doom II (1995) and (1996), which featured third-party maps integrated into official releases, further emphasizing the series' ecosystem. Shifting toward horror elements, , released on August 3, 2004, utilized for fully dynamic per-pixel lighting and shadows, creating tense atmospheres on a Mars research facility overrun by demons. The game prioritized single-player narrative and flashlight mechanics that forced strategic play, diverging from the originals' arcade-style action, with an expansion Resurrection of Evil co-developed by in 2005 adding the grabber gravity weapon. Following id Software's 2009 acquisition by , the studio rebooted the series with Doom (2016), leveraging for seamless "push-forward" combat emphasizing mobility, glory kills for health/ammo recovery, and high demon counts, released on May 13, 2016. Doom Eternal, released March 20, 2020, built on the reboot with , introducing platforming, destructible demons, and resource management via chainsaw and flamethrower tools, achieving over 3 million units sold in its launch month through intensified verticality and soundtrack-integrated combat pacing. The series continued with Doom: The Dark Ages, a released May 15, 2025, employing id Tech 8 for enhanced neural rendering and path-traced visuals, focusing on medieval-fantasy settings with suits and dragon-riding sequences while preserving core fast-paced shooting.
TitleRelease DateEngineKey Innovations/Features
DoomDecember 10, 1993 model, , support
Doom II: Hell on EarthOctober 10, 1994New weapons (super shotgun), arch-vile enemy
Doom 3August 3, 2004Dynamic lighting, horror focus
Doom (2016)May 13, 2016Glory kills, arena-style combat
March 20, 2020Resource loops, platforming elements
Doom: The Dark AgesMay 15, 2025id Tech 8Neural rendering, prequel narrative

Quake Series

The Quake series comprises first-person shooter games developed primarily by id Software, debuting with Quake on June 22, 1996, which pioneered fully three-dimensional polygonal rendering and real-time 3D environments through the id Tech 1 engine, surpassing the sector-based 2.5D limitations of prior titles like Doom. The game featured a dark fantasy setting with Lovecraftian elements, including interdimensional portals and eldritch enemies, alongside groundbreaking online multiplayer deathmatch modes that supported up to 16 players and fostered a modding community through released source code tools. Its technical innovations, such as variable terrain heights and axial lighting, enabled complex level geometry and influenced engine licensing to third parties, including early Valve Software projects. Quake II, released December 9, 1997, transitioned to a storyline involving human resistance against invading aliens, emphasizing a linear single-player with 42 levels across 11 units and improved enemy behaviors like flanking maneuvers. Powered by the id Tech 2 engine, it introduced curved surfaces via catmull-rom splines, , and support for , enhancing visual fidelity while maintaining high frame rates in multiplayer sessions supporting up to 64 players. The title's multiplayer refinements, including team-based modes and customizable weapons, solidified Quake's reputation for competitive play, with expansions like The Reckoning and Ground Zero adding new content in 1998. Quake III Arena, issued December 2, 1999, prioritized arena-style multiplayer over narrative, featuring symmetrical maps, respawn mechanics, and AI bots for offline practice, which accelerated the rise of organized tournaments through events like . Built on , the engine supported , shader-based effects, and megatextures for seamless environments, achieving 60 frames per second on period hardware and enabling moddable gameplay via .pk3 file formats. Its focus on skill-based combat—emphasizing rocket jumps, strafe-running, and item control—set benchmarks for twitch shooters, with professional circuits awarding over $100,000 in prizes by 2000. Later installments extended the franchise under id Software's oversight or direct development. Quake 4 (2005), crafted by using , blended vehicular combat and squad-based elements into the storyline, achieving sales exceeding 1 million units despite mixed reception for its horror-infused campaign. Enemy Territory: Quake Wars (2007), developed by with , introduced class-based, objective-driven multiplayer for up to 64 players in persistent world scenarios. id Software directly developed (2017), a title reviving roots with champion abilities, , and seasonal events, maintaining active viability into the 2020s. The series' engines collectively licensed to over 50 titles, underscoring id's role in standardizing multiplayer networking protocols like client-server prediction.

Rage and Other Titles

id Software developed the Commander Keen series of side-scrolling platformers, beginning with Commander Keen in Invasion of the Vorticons (Episodes 1–3), released on December 14, 1990, for via distribution through Apogee Software. The game featured an 8-year-old protagonist, Billy Blaze, using a homemade and to thwart aliens, employing smooth and color animation techniques that exceeded the capabilities of contemporaries like Super Mario Bros.. Subsequent episodes, The Alien Mindbender (Episode 4, 1991) and The Universe Is Flooded! (Episode 5, 1991), continued the episodic model, with Aliens Ate My Babysitter! (Episode 6, 1991) concluding the main saga; these titles established id's reputation for accessible, high-quality and pioneered economics, selling hundreds of thousands of copies. Earlier prototypes included (April 1991), an overhead with rudimentary 3D rendering via , and (November 1991), id's first true first-person perspective title featuring texture-mapped walls and enemies, serving as technological precursors to later innovations without achieving commercial prominence. In 2007, id released , a first-person dungeon crawler for , utilizing for and turn-based combat, which received positive reviews for portability but limited sales due to niche appeal. Rage, id's first original IP since Quake, entered development in 2006 using the new engine, emphasizing photorealistic graphics via megatextures and an open-world post-apocalyptic setting blending combat, racing, and crafting. Published by following id's 2009 acquisition by , it launched on October 4, 2011, for , , and Microsoft Windows, priced at $60. The PC version suffered launch issues, including driver conflicts causing instability on hardware, attributed to id's focus on console optimization over PC-specific testing. Critical reception was mixed, with praise for visual fidelity and gunplay (e.g., scored it 9/10 for evoking id's legacy) but criticism for repetitive missions and underdeveloped driving segments; commercial performance fell short of expectations, though exact figures remain undisclosed by , outperforming its 2019 sequel in physical sales amid a shift to . later reflected that prolonged development allowed competitors to surpass its trends, contributing to id's pivot toward rebooting established franchises.

Key Personnel

Founders: Carmack, Romero, Hall, and Adrian Carmack


id Software was founded on February 1, 1991, by , , , and , who had previously collaborated on game development projects at Publications in . The quartet left to pursue independent game development, initially focusing on releases for systems, with the name "id" derived from their earlier internal project label at .
John Carmack, born August 20, 1970, served as the primary programmer and technical lead, pioneering adaptive tile refresh algorithms for side-scrolling in (1990) and later advancing raycasting for pseudo-3D in (1992), which laid the foundation for the studio's engine innovations. His emphasis on efficient, hardware-pushing code enabled the rapid iteration that defined id's early output. John Romero, born October 28, 1967, contributed as a programmer and designer, co-developing the series and shaping level layouts and gameplay mechanics for and Doom (1993), where his focus on fast-paced action influenced the genre's core loop. Tom Hall functioned as and lead designer, providing narrative elements, character concepts, and high-level design for early titles like and , emphasizing exploratory platforming before shifting to action-oriented structures in later projects. Adrian Carmack, born May 5, 1969, and unrelated to John Carmack despite the identical surname, handled lead art responsibilities, producing pixel art, textures, and visual assets for , , and subsequent releases, which contributed to the games' distinctive aesthetic despite hardware limitations.

Long-Term Contributors: Petersen, McGee, and Others

Sandy Petersen joined id Software in 1993, shortly after the release of , and contributed to level design for Doom (1993), creating multiple maps that incorporated his distinctive style influenced by horror elements from his prior work on tabletop games like . He continued with (1994) and (1996), providing design input that emphasized atmospheric and narrative depth in environments. Petersen's tenure ended around 1997, after which he moved to . American McGee began working at id Software in 1994, initially focusing on level design while also contributing to music production, sound effects development, and programming. His credits include map creation for (1994), (1996), and (1997), where he helped refine multiplayer layouts and integrate audio elements to enhance gameplay immersion. McGee departed id in 1998 to join , later reflecting on his time there as foundational to his career in creative direction. Other notable long-term contributors included , who joined in 1995 as a level designer and progressed to roles in production and studio direction, overseeing development on multiple Quake expansions, (2004), and later titles like (2011). Willits remained with id through its acquisition by in 2009, serving as co-owner prior to the sale and departing after 24 years in 2019. Additional figures such as Todd Hollenshead, who became president in 1996 and managed business operations until 2013, supported the company's growth amid personnel changes. These individuals helped sustain id's technical and creative output during periods of founder departures and internal shifts.

Notable Alumni and Their Impacts

John Carmack left id Software in November 2013 to serve as at Oculus VR, where he focused on optimizing systems for low-latency performance and spatial computing. His engineering contributions, including advancements in asynchronous timewarp rendering and predictive tracking, accelerated the viability of consumer hardware like the , facilitating its 2014 acquisition by for $2 billion and broadening 's adoption beyond gaming into simulations and training applications. In 2022, Carmack departed (formerly ) to establish Keen Technologies, applying his expertise to development and physics-based simulations for challenges. John Romero exited id Software in 1996 amid internal disagreements over priorities, subsequently co-founding in 1997 to produce high-profile titles using licensed engines. At , he led development of (released May 2000), an ambitious spanning multiple historical eras with AI companions and dynamic combat, though prolonged development exceeding three years and technical issues drew criticism for unpolished execution despite innovative level variety. Following 's 2001 acquisition by and his later roles at on projects like the canceled Doom 4 prototype, Romero co-founded in 2015, producing retro-inspired shooters such as (2019), which emphasized intricate enemy encounters and support, thereby preserving core design principles in independent development. American McGee departed id Software in 1998 after contributing level design to and its sequel, then partnering with to create (November 2000), a blending , puzzles, and in a dystopian setting that critiqued through gothic visuals and melee-focused gameplay. The game earned praise for its atmospheric art and psychological narrative, establishing McGee's signature style of subverting fairy tales into mature experiences and inspiring adaptations like a planned . This led to Alice: Madness Returns (June 2011), expanding on combinatorial combat and exploration while addressing themes of , further solidifying influences on narrative-driven horror-action hybrids in the industry.

Cultural and Industry Impact

Shaping the FPS Genre

id Software's , released on May 5, 1992, is widely regarded as the foundational title in the (FPS) genre, introducing core mechanics such as fast-paced, perspective-based corridor combat against enemies in a pseudo-3D environment rendered via raycasting techniques developed by programmer . The game established the blueprint for FPS level design, including maze-like layouts with keys, secrets, and boss encounters, which influenced subsequent titles by emphasizing direct confrontation and spatial navigation from the player's viewpoint. Doom, released in December 1993, expanded these foundations by refining the engine for smoother performance, larger environments, and verticality absent in Wolfenstein 3D's flat floors and ceilings, while introducing multiplayer "" modes that popularized competitive play. Its distribution model—releasing the first episode for free via systems and early —enabled viral spread, with millions of downloads driving commercial success and demonstrating digital distribution's potential for games before widespread . This approach not only boosted the genre's accessibility but also normalized modding through editable WAD files, fostering community-driven content creation. Quake, launched on June 22, 1996, marked a pivotal shift to fully polygonal with its 2 engine, departing from the limitations of prior id titles to enable complex geometry, sloped surfaces, and seamless multiplayer over the , which accelerated the genre's evolution toward arena-style competition. Carmack's innovations, including for efficient rendering, allowed for 3D navigation without predefined grids, influencing engine licensing to competitors and setting standards for speed and scalability in development. Collectively, these advancements by id Software prioritized technical performance and player agency, embedding high frame rates, responsive controls, and networked play as hallmarks of the genre.

Commercial Success and Shareware Legacy

id Software's adoption of the model, particularly with Wolfenstein 3D in 1992 and Doom in 1993, propelled the company to unprecedented commercial heights for an independent developer. The first episode of was distributed freely via (BBS), resulting in approximately 150,000 registrations by mid-1994, alongside 150,000 sales of the standalone expansion Spear of Destiny. Doom, released on December 10, 1993, amplified this success; its shareware version garnered an estimated 10 million downloads within two years, with 2 to 3 million paid registrations for full episodes generating tens of millions in revenue. By April 1998, the U.S. shareware edition alone accounted for 1.36 million units and $8.74 million in sales, per PC Data tracking, underscoring the model's efficacy in converting free users to paying customers. This approach not only funded id's operations but also established the firm as a multimillion-dollar enterprise from a team of fewer than a dozen, with Doom and combined exceeding 4 million PC and over $100 million in from the latter alone. The shareware strategy bypassed traditional retail dependencies, leveraging grassroots distribution through floppy disks, , and early internet connectivity to achieve global reach without publisher intermediaries initially. id's enabled rapid iteration, funding engines like that powered subsequent hits such as in 1996, which further solidified financial independence before licensing deals with entities like GT Interactive. The shareware legacy of id Software fundamentally altered game distribution paradigms, demonstrating that freemium-like mechanics could drive viral adoption and sustained profitability for niche PC titles. By offering substantial playable content upfront—such as Doom's first episode with nine levels—id encouraged honest evaluations, fostering trust and conversions that traditional demos rarely matched. This model empowered small developers to compete against established publishers, influencing later practices like episodic releases and free-to-play structures, while highlighting the PC's potential for direct-to-consumer sales predating widespread broadband. id's success validated shareware as a viable path to mainstream viability, inspiring countless indie efforts and contributing to the democratization of game development, though it also intensified competition in an era of limited piracy enforcement.

Influence on Game Development Practices

id Software pioneered efficient development practices through small, collaborative teams and rapid iteration. From 1990 to 1995, a core group of fewer than 10 developers, often working in a single room, released 28 titles including the trilogy (developed in three months total) and early Doom prototypes, by eschewing formal prototypes in favor of immediately shippable code refined incrementally. Core principles included prioritizing simple, encapsulated functions; building "bulletproof" engines that defaulted to playable states on errors; investing heavily in custom tools to fix bugs instantly; and maintaining transparent task communication without rigid hierarchies. These methods enabled high output without over-engineering, influencing and studios to adopt leaner workflows focused on speed and reliability over exhaustive planning. Technologically, id's id Tech engines set benchmarks for performance optimization and reusability, licensed to third parties and powering games beyond id's portfolio. Innovations spanned in id Tech 0 for 3D's pseudo-3D (1992); trees in id Tech 1 for Doom's efficient visibility culling (1993); full polygonal 3D with integration in id Tech 2 for (1996); shader support and curved surfaces in id Tech 3 for (1999); and later per-pixel lighting with shadow volumes in id Tech 4 for (2004). John Carmack's contributions, such as the algorithm in id Tech 3, exemplified low-level optimizations that maximized hardware limits, encouraging developers to prioritize computational efficiency and engine modularity. This licensing model, starting prominently with variants, monetized technology separately from content, shifting industry norms toward proprietary engines as revenue streams. id's shareware distribution, refined with Doom's 1993 release of its first episode for free, bypassed traditional publishers by exploiting systems and early sharing, yielding 2 to 3 million copies sold and full version revenues exceeding $100 million by 1995. This viral model legitimized digital dissemination, reducing barriers for independent developers and pressuring publishers to embrace episodic or strategies. Complementing this, id released Quake's editing tools and QuakeC in 1996, fostering a ecosystem that birthed modes like Team Fortress and Threewave CTF, which influenced multiplayer design standards and extended titles' commercial viability through community content. By 2003, III alone spawned hundreds of mods, normalizing user-generated extensions and inspiring engines like to include built-in mod support.

Controversies and Debates

Violence and Media Moral Panics

id Software's Doom, released on December 10, 1993, featured graphic depictions of demons being dismembered with shotguns and chainsaws, prompting early concerns about violence influencing youth behavior. These elements fueled a broader , with critics arguing the game's first-person perspective simulated real killing. In December 1993, U.S. Senators and convened congressional hearings on violence, highlighting titles like but extending scrutiny to Doom's distribution, which allowed widespread access without age restrictions. The hearings pressured the industry to adopt self-regulation via the (ESRB) in 1994, rating Doom as "Mature" for intense violence and gore. Despite the outcry, no presented linked Doom to increased real-world aggression. The 1999 Columbine High School shooting intensified scrutiny, as perpetrator Eric Harris referenced Doom in writings and videos, leading media outlets to portray the game as a contributing factor. Lawyer Jack Thompson amplified this narrative, filing lawsuits against id Software in the early 2000s, claiming Doom and similar titles functioned as "murder simulators" that desensitized players to violence. Thompson's campaigns, including calls for bans, gained media traction but repeatedly failed in court due to lack of causal proof. Subsequent research has consistently found no causal connection between playing violent games like Doom and real-life violent behavior. A 2019 University of Oxford study of over 1,000 adolescents showed no association between violent engagement and aggressive conduct. The American Psychological Association's 2020 review affirmed insufficient evidence for a direct link, attributing short-term effects to competition rather than violence content. Longitudinal data, including crime rate declines amid rising game popularity since the , further undermine claims of causation. These findings highlight how media-driven panics often prioritize anecdote over rigorous evidence, despite Doom's role in popularizing immersive shooters without corresponding societal violence spikes. In 1996, tensions escalated between co-founder and technical director over development priorities during the production of . Romero sought to allocate resources to prototype his ambitious project alongside 's completion, which Carmack and other team members opposed, prioritizing the core engine and game delivery. This disagreement culminated in Romero's dismissal by vote of the other partners on February 12, 1996, shortly after 's release, marking a significant fracture in id's founding team and shifting the company's focus toward technology-driven projects under Carmack's leadership. Adrian Carmack, the company's co-founder and lead artist, departed in 2005 amid a dispute over share valuation and terms. After refusing id's offer of approximately $20 million for his stake, which he deemed undervalued given the company's assets including the Doom and franchises, Adrian was removed as an employee and director. He filed a in September 2005 alleging wrongful termination, breach of duty, and undervaluation of his shares, seeking damages exceeding the proposed ; the case highlighted internal disagreements on id's worth ahead of potential external investments or sales. id Software's 2009 acquisition by for $150 million, structured in installments, later spawned payment disputes involving . In March 2017, Carmack sued ZeniMax, claiming the company withheld a final $22.5 million earn-out payment tied to performance milestones from the deal, arguing that id had met or exceeded targets through titles like Rage and engine licensing. The suit was settled in October 2018, with ZeniMax fulfilling its obligations and both parties releasing claims against each other. This litigation overlapped with ZeniMax's broader 2014 lawsuit against Oculus VR, alleging theft of id's virtual reality code—developed by Carmack while employed at id—which ZeniMax claimed entitled it to ownership; a awarded ZeniMax $50 million in 2018, though appeals and further disputes extended into 2021 without directly implicating id's operations.

Internal Conflicts and Industry Perceptions

In 1996, id Software experienced a significant internal rift leading to the departure of co-founder shortly after the release of . Romero was effectively fired due to disagreements over project direction, including the abandonment of elements in , and perceptions of insufficient work ethic amid his focus on external pursuits like side projects and company expansion ideas. He cited no regrets over leaving, subsequently co-founding to pursue ambitious designs like , which contrasted with id's tech-centric focus under . Adrian Carmack, another co-founder and 41% shareholder, sued id Software in September 2005 after being terminated as an employee and director. He alleged for refusing a $20 million share and claimed the company rejected a $90 million acquisition offer for three programs, potentially costing him substantial earnings. The dispute highlighted tensions over financial control and strategic decisions post-acquisition talks, with id maintaining the buyout was fair. John Carmack resigned from id Software on November 22, 2013, after nearly 22 years, shifting focus to virtual reality development at Oculus VR rather than continuing game programming at id. In his departure memo, he noted id's overstaffing relative to its output, signaling a desire for pursuits beyond traditional game development amid the studio's acquisition by ZeniMax Media in 2009. More recently, composer Mick Gordon alleged in November 2022 that id Software leadership undermined his control over the (2020) soundtrack due to crunch schedules and creative clashes, paying him only for half the work while using unlicensed stems to complete it. id and rejected these claims as distortions, attributing issues to Gordon's delays and equipment problems during relocation, though the dispute fueled fan backlash and harassment against studio executives. Industry perceptions of id Software emphasize its pioneering role in first-person shooters and engine technology, yet note a pattern of high-profile departures reflecting ego-driven dynamics and creative divergences among founders. Observers have critiqued post-Romero output as technologically advanced but narratively uninspired, contributing to views of id as a tech innovator over , with public image sometimes skewed toward minimal narrative emphasis despite experiential strengths. The studio's history of staff turnover, including the "dissipation" of original creative leads, is seen as emblematic of early PC gaming's volatile, founder-centric culture, yet id retained influence through licensing and acquisitions.

References

  1. [1]
    Id Software - Computer Hope
    Nov 12, 2023 · Founded by John Carmack, John Romero, Tom Hall, and Adrian Carmack on February 1, 1991, id Software released the game Commander Keen.<|separator|>
  2. [2]
    id Software - Crunchbase Company Profile & Funding
    Located in Mequite Texas, since their founding in 1991. Ushering in a new era of interactive entertainment with genre-defining blockbusters like Wolfenstein ...
  3. [3]
    The Top 10 Games Developed By Id Software - GameFAQs
    Dec 4, 2012 · While Hovertank 3D and Catacomb 3-D developed the first-person shooter genre and Wolfenstein 3D popularized it, it was Doom that actualized it.
  4. [4]
    Headshot: A visual history of first-person shooters - Ars Technica
    Feb 14, 2016 · Many of us are familiar with the first-person shooter (FPS) creation myth—that it materialized fully formed in the minds of id Software ...
  5. [5]
    The History of the id Tech Engine - superjump
    Jan 12, 2023 · With id Software's acquisition by ZeniMax Media in 2009, id Tech moved away from the traditional licensing model that had made them a household ...
  6. [6]
    A Brief History of Doom Developer Id Software - Game Rant
    Jan 14, 2022 · Flash forward to 2009, and id Software is acquired by ZeniMax Media, parent company of Bethesda. In 2013, both Todd Hollenshead, who was ...
  7. [7]
    id Software (Company) - Giant Bomb
    On June 24, 2009, id Software was acquired by Zenimax Media, the parent company of Bethesda. This was considered a surprise move, especially on id's part due to ...
  8. [8]
    id Software
    id Software is a video game development studio guided by the basic principle of making the most innovative and immersive worlds possible, ...Id Studio
  9. [9]
    The Early Years of id Software - IGN
    Sep 23, 2008 · Initially, all the members that would form id worked separately. The one-man development team was still very much a reality, especially for ...
  10. [10]
    id Software, Inc. - MobyGames
    Nevertheless, on 1 February 1991, id Software was born. For the name, they dropped the "F" from IFD (Ideas From the Deep). While Adrian Carmack, John Romero ...Overview Edit View History · Credited On 173 Games From... · History +
  11. [11]
    Before They Were Famous: id Software - Kotaku
    Jun 21, 2011 · id was founded in 1991, after a number of its earliest members (John Carmack, John Romero, Adrian Carmack and Tom Hall) met while employed ...Missing: date | Show results with:date
  12. [12]
    The birth of id Software - The Verge
    Jul 17, 2023 · In 1990, John Romero, John Carmack, and Tom Hall were working at Louisiana software maker Softdisk. There, they had an idea that would change PC games forever.
  13. [13]
    Places of Doom - Where id Software built games - romej.com
    Jun 23, 2012 · One of the few offices in the area. Doom development. id offices in Mesquite, across from Hooters and Olive Garden. Quake II, and probably ...Missing: initial | Show results with:initial
  14. [14]
    The Shareware Scene, Part 3: The id Boys | The Digital Antiquarian
    May 15, 2020 · On December 14, 1990, Scott Miller of Apogee Software uploaded the free first installment of his company's latest episodic game.
  15. [15]
    The humble beginning of id Software | Brachiosoft Blog
    Jul 21, 2023 · Together with two other individuals, Tom Hall and Adrian Carmack, they co-founded id Software. They developed legendary games like Doom and Quake.Missing: date | Show results with:date
  16. [16]
    FPS legend John Romero says Wolfenstein 3D was the first game id ...
    Aug 3, 2025 · FPS legend John Romero says Wolfenstein 3D was the first game id Software took its time with⁠—a luxurious 4-month development instead of just 2.
  17. [17]
    The FPS That Paved The Way For Wolfenstein 3D & Doom Is Getting ...
    Jul 3, 2024 · Catacomb 3-D, the groundbreaking ID Software title that paved the way for games like Wolfenstein 3D and Doom, is getting a new big-box PC release and it is ...
  18. [18]
    How id built Wolfenstein 3D using Commander Keen tech
    Jun 23, 2019 · This chapter reflects on the game's origins and how it was built atop the success and tech of id's Commander Keen.
  19. [19]
    The history of Wolfenstein | PC Gamer
    Apr 28, 2018 · Wolfenstein 3D was so good that, when id Software took an early version to Sierra in 1992, the publisher quickly tabled a $2.5 million offer ...<|separator|>
  20. [20]
    Raycasting - Lode Vandevenne
    Raycasting is a rendering technique to create 3D perspective in a 2D map, using a 2D grid where each square is either a wall or no wall.
  21. [21]
    Wolfenstein 3D (Apogee Software, 1992) - DOS Days
    Wolfenstein 3D. Released: May 1992. Published by: Apogee Software Ltd. Developed by: id Software, Inc. Author(s): Jason Blochowiak, John Carmack, John Romero ...
  22. [22]
    The King of FPS - how Wolfenstein 3D changed video games forever
    May 1, 2017 · It gave the world real first-person shooters · It set the standard for how shooters worked for about a decade · It drew up the blueprint for FPS ...
  23. [23]
    How many copies did Wolfenstein sell? — 2025 statistics - LEVVVEL
    Apr 4, 2023 · The Wolfenstein sales reached over 5.24 million copies. · The four primary Wolfenstein games have generated $133.3 million in revenue on Steam.
  24. [24]
    A graphical history of id Tech: Three decades of cutting-edge ...
    May 30, 2025 · Over 30 years ago, way back in 1992, developers id Software launched Wolfenstein 3D on PCs. Unbeknownst at the time, it also kick-started an ...
  25. [25]
    Doom | History, Development & Impact | Britannica
    Oct 8, 2025 · Following this success, on December 10, 1993, id released Doom, a frenetically immersive and violent improvement upon Wolfenstein. The release ...Missing: innovations | Show results with:innovations
  26. [26]
    10 Undeniable Ways Doom (1993) Shaped The FPS Genre
    Feb 5, 2020 · Because of their hard work, id Software managed to solidify the FPS genre as a legitimate genre and not a niche experiment that people would ...
  27. [27]
    Doom's History Had Massive Impact on the FPS Genre - CBR
    Apr 23, 2021 · At the beginning of 1993, id Software produced a press release boldly claiming that its next game would be "Wolfenstein times a million!" This ...
  28. [28]
    How Much of a Genius-Level Move Was Using Binary Space ...
    Nov 6, 2019 · A technique called “binary space partitioning,” never before used in a video game, that dramatically sped up the Doom engine.
  29. [29]
    Quake on Steam
    Rating 5.0 (9,406) Developer. id Software, Nightdive Studios, MachineGames ; Publisher. Bethesda Softworks ; Released. Jun 22, 1996.
  30. [30]
    id Tech 2 - Valve Developer Community
    Jun 25, 2025 · id Tech 2, also known as the Quake engine, is an engine created by Wikipedia icon id Software for Quake Quake, and later modified with new features & ...
  31. [31]
    Tech Focus: The Legacy of id Software - GamesIndustry.biz
    Oct 12, 2011 · The support for TCP/IP networking allowed for multiplayer gameplay over the internet based on the client/server model, but the release of ...
  32. [32]
    Everything changed with Quake - Medium
    Jul 9, 2021 · On June 22, 1996, id Software released Quake. While the industry in 1996 was only a fraction of the size of today's indie sector alone, ...
  33. [33]
    QWiki - QuakeWorld
    May 12, 2021 · QuakeWorld, abbreviated as QW, is an update to id Software's Quake, that enhances the game's multiplayer features (namely TCP/IP support) to ...Missing: impact | Show results with:impact
  34. [34]
    The Cultural Legacy of QUAKE: How Id Software's Brutal ...
    Jul 1, 2025 · QUAKE's multiplayer mode was nothing short of a phenomenon. LAN parties, dial-up deathmatches and the launch of QuakeWorld (a version ...
  35. [35]
    QuakeWorld | Quake Wiki | Fandom
    QuakeWorld is an official Multiplayer source port made by id Software for Quake that was released in December of 1996 and updates the Multiplayer source code.
  36. [36]
    Quakeworld - Encyclopedia Gamia Archive Wiki
    For the first four months of its existence from December 1996 until April 1997, QuakeWorld (Version 1.25) sported its own global player ranking system where ...
  37. [37]
    Quake: the future of tech was already here in the late 90s - Hot Takes
    Feb 20, 2024 · From accelerating GPUs to tight-knit digital communities, our current world was significantly catalyzed by a multiplayer game.
  38. [38]
    John Romero | Quake Wiki - Fandom
    In 1996 Romero was fired from id Software for "not working hard enough". He later stated that he "definitely" never regretted leaving the company.
  39. [39]
    Why DOOM Creator John Romero Left id Software After Quake - CBR
    Aug 26, 2021 · Following the disappointment he suffered during development, Romero chose to leave the studio he co-founded when the project was complete, ...
  40. [40]
    Todd Hollenshead - Head of Publishing at Saber Interactive | LinkedIn
    President, id Software, LLC 2009 - 2013 4 years CEO, id Software 1996 - 2009 13 years Manager - Manufacturing and High Tech Arthur Andersen 1991 - 1996 5 years
  41. [41]
    Todd Hollenshead leaves id Software - GamesIndustry.biz
    Jun 26, 2013 · Hollenshead served as CEO of id Software from the time he joined the company in 1996 up until its acquisition by Bethesda parent ZeniMax in 2009 ...
  42. [42]
    Interview with id's Kevin Cloud - Game Developer
    Prior to joining id I worked as a computer artist for about seven years at Softdisk. Currently I'm one of three owners at id, along with John Carmack, Adrian ...
  43. [43]
    Tim Willits on the games that shaped the industry and the ...
    Feb 12, 2021 · Tim Willits, chief creative officer at Saber Interactive and former studio director and level designer of id Software, is one of the key people behind the DOOM ...
  44. [44]
    Where are they now? The dissipation of id Software - VG247
    Jul 10, 2014 · Tom Hall - founded id Software 1991, left 1993 · John Romero - founded id Software 1991, left 1996 · Sandy Petersen - joined id Software 1993, ...
  45. [45]
    Tim Willits leaving Id Software after 24 years
    Jul 18, 2019 · With Willits leaving, there's little of the original Doom and Quake design team left at the studio. Kevin Cloud is the last of the core team. He ...
  46. [46]
    Id Software Loses Adrian Carmack, Gets Legal Battle
    Sep 27, 2005 · Doom and Quake creator id Software is involved in a legal battle with co-founder Adrian Carmack, following his removal from the company.Missing: leaves | Show results with:leaves
  47. [47]
    id's Kevin Cloud On ... - The Escapist
    Aug 9, 2007 · Kevin Cloud started at id Software in 1992 as an artist. Now he's a co-owner, having worked on almost every game id's ever made. Here are ...
  48. [48]
    Quake II - Valve Developer Community
    Quake II runs on updated version of id Tech 2 engine, with new features added, such as radiosity lighting, along with other improvements. Contents. 1 ...Relevance to Valve engines · Releases · Source ports · Bugs/Limitations
  49. [49]
  50. [50]
    Quake II on Steam
    In stock Rating 4.5 (5,219) Developer. id Software, Nightdive Studios, MachineGames ; Publisher. Bethesda Softworks ; Released. Nov 11, 1997.
  51. [51]
    A History of id Tech - IGN
    Apr 28, 2011 · John Carmack has made a commitment to release all the id Tech engines as open source; engine 4, 2004's Doom 3 engine, is the most recent engine ...
  52. [52]
    Quake III Arena on Steam
    $$14.99 Rating 5.0 (1,945) About This Game. Quake III Arena is a critically acclaimed, multiplayer-focused, arena first-person shooter developed by id Software and released in 1999.
  53. [53]
    Return to Castle Wolfenstein on Steam
    Rating 4.5 (3,958) Return to Castle Wolfenstein is a 2001 action/horror FPS where you play as B.J. Blazkowicz, fighting Nazis, undead, and mutants in a single-player campaign.
  54. [54]
    -60% DOOM 3 on GOG.com
    In stock Rating 3.4 (546) Developed by id Software, and originally released in 2004, DOOM 3 is a critically acclaim. ... Release date: October 9, 2012. Company: id Software / Bethesda ...
  55. [55]
    DOOM 3 on Steam
    In stock Rating 4.5 (5,060) Developer. id Software ; Publisher. Bethesda Softworks ; Released. Oct 15, 2012 ; OS *:Windows vista/ Windows 7 ; Processor:2.0 GHz dual core
  56. [56]
    Quake 4 on Steam
    Rating 4.5 (1,564) Release Date: Oct 18, 2005 ; Developer: RavenSoft, id Software ; Publisher: Bethesda Softworks.
  57. [57]
    Enemy Territory: Quake Wars - Splash Damage
    System Requirements. Software Requirements Microsoft(R) Windows(R) XP/Vista (Windows 95/98/ME/2000 are unsupported)
  58. [58]
    id Software acquisition | GamesIndustry.biz
    Jun 24, 2009 · June 24, 2009 (Rockville, MD) – ZeniMax Media Inc., parent company of noted game publisher Bethesda Softworks, today announced it has completed ...Missing: date | Show results with:date
  59. [59]
    Bethesda parent acquires id Software - GameSpot
    Jun 24, 2009 · Today ZeniMax Media announced that it has purchased id Software. Best known to gamers as the parent company of Bethesda Softworks, ZeniMax will ...Missing: details | Show results with:details
  60. [60]
    Bethesda parent company buys id Software - Engadget
    Jun 24, 2009 · Despite the acquisition, ZeniMax expects id Software to continue operating as before. "No changes will be made in the operations of id Software ...
  61. [61]
    ZeniMax Media Buys id Software, Maker of Doom - CNBC
    Jun 25, 2009 · ZeniMax Media, the parent company of Bethesda Softworks, has bought the creator of such legendary franchises as “Doom,” “Quake” and “Wolfenstein ...Missing: date | Show results with:date
  62. [62]
    Bethesda Parent ZeniMax Acquires id Software - Game Developer
    Jun 24, 2009 · id Software, the longstanding independent developer behind Doom and Quake, has been acquired by ZeniMax media, the parent company of developer and publisher ...
  63. [63]
    ZeniMax acquires id Software - GamesIndustry.biz
    Jun 24, 2009 · ZeniMax Media, the company behind Fallout and Oblivion publisher Bethesda, has acquired acclaimed US developer id Software.
  64. [64]
    Microsoft's ZeniMax Acquisition Officially Complete, Bethesda Now a ...
    Mar 9, 2021 · Microsoft's $7.5 billion acquisition of ZeniMax Media, the parent company of developers like Bethesda, Arkane, id Software, and more, has been finalized.<|separator|>
  65. [65]
    Microsoft to acquire ZeniMax Media and its game publisher ...
    Sep 21, 2020 · Microsoft expects the acquisition to close in the second half of fiscal year 2021 and to have minimal impact to non-GAAP operating income in ...Missing: date | Show results with:date<|separator|>
  66. [66]
    Id Software's hiring for "a long-running iconic action FPS"
    Oct 31, 2021 · Id Software's parent company, ZeniMax, has posted a raft of new job vacancies, sending the rumor mill into overdrive, with many speculating ...
  67. [67]
    Nightdive and id Software are a match made in gaming heaven
    Aug 17, 2025 · Nightdive and id Software's collaborations set an industry standard for remasters, so I'm hopeful regarding what could be next.
  68. [68]
    id Software's Competitors, Revenue, Number of Employees ... - Owler
    How many employees does id Software have? id Software has 150 employees ; What sector does id Software operate in? id Software is in Internet Software, Game ...Missing: expansion 2021
  69. [69]
    DOOM: The Dark Ages on Steam
    Rating 4.5 (12,950) DOOM: The Dark Ages. Developer. id Software. Publisher. Bethesda Softworks. Released. May 14, 2025. DOOM: The Dark Ages is the prequel to the critically ...Id Software · Premium Upgrade · Steam Curator · Steam DLC Page
  70. [70]
    Microsoft layoffs: Maryland's ZeniMax to cut 164 employees
    Jul 7, 2025 · About 160 people will lose their jobs at Microsoft's ZeniMax ... Its development studios are Alpha Dog, Arkane, ...Missing: post | Show results with:post
  71. [71]
    Fallout, Elder Scrolls, and Doom Workers Go on Strike in Protest at ...
    Nov 13, 2024 · Hundreds of unionized ZeniMax workers go on strike today over an alleged lack of bargaining by parent company Microsoft.<|separator|>
  72. [72]
    DOOM Eternal on Steam
    Rating 4.5 (117,877) Developer. id Software ; Publisher. Bethesda Softworks ; Released. Mar 19, 2020.
  73. [73]
    DOOM: The Dark Ages | Official Trailer 1 (4K) | Coming 2025
    Jun 9, 2024 · Launching May 15, 2025. Wishlist on Xbox GamePass, Xbox Series X|S, PC or PlayStation 5. Announcing DOOM: The Dark Ages, the prequel to the ...
  74. [74]
    Buy DOOM: The Dark Ages | Xbox
    In stock Rating 4.5 (6,200) Release date. 5/14/2025. Play with. Xbox Series X|S; PC; Xbox Cloud Gaming ... DOOM: The Dark AgesDOOM: The Dark Ages Digital Artbook and Soundtrack. Add-ons ...
  75. [75]
    Id Software kicks off QuakeCon with a surprise release of Heretic + ...
    Aug 7, 2025 · Id Software kicks off QuakeCon with a surprise release of Heretic + Hexen, an 'enhanced' bundle with cross-platform multiplayer, mod support, ...
  76. [76]
    We talked to id Software & Nightdive about bringing back ... - YouTube
    Aug 7, 2025 · We got to play the Heretic & Hexen re-release ahead of it's announcement at QuakeCon 2025, so how about a quick FPS history lesson and chat ...Missing: ongoing | Show results with:ongoing
  77. [77]
    id Software Has Started Development For Next Game After Doom
    Aug 28, 2025 · According to a new job listing, id Software has already started hiring for its next game after Doom: The Dark Ages and could be a new Quake.Missing: ongoing | Show results with:ongoing
  78. [78]
    id Software could be working on a new FPS, or finally bringing back ...
    Aug 29, 2025 · id Software is looking for a features programmer with strong experience in FPS games. It could be for a new IP, or revival of an old classic ...Missing: ongoing | Show results with:ongoing
  79. [79]
    Linux - The Doom Wiki at DoomWiki.org
    Doom was first ported to Linux in 1994 by Dave Taylor of id Software, initially only for X11 on September 9th but later also for SVGAlib on December 9th.Missing: date | Show results with:date
  80. [80]
    Quake Engines & Source Ports: A Beginners Guide - Slipseer
    Released by ID Software in 2021, this updated Quake engine is included when purchasing Quake on Steam, as well as on consoles (PS5, Xbox Series, Switch).
  81. [81]
    A brief history of commercial gaming on Linux (and how it's all about ...
    May 13, 2010 · Yet to much fanfare, iD Software (literal pioneers in the freeware industry) released Linux ports of Doom 3 and Quake 4 in the mid-2000s.
  82. [82]
    id Software's Main Linux Game Developer Resigns - Phoronix
    Jan 27, 2012 · Timothee Besset had also ported some of the id Tech titles to Apple's Mac OS X. Most recently he was suspected to have been working on the Linux ...
  83. [83]
    Podcast #9 With Tim Besset: "Street Fighter V's Port is Not Dead"
    Jan 8, 2018 · This time with Timothee Besset, now working for Valve after a long experience of porting games to Linux when working with and at id software ...
  84. [84]
    Doomworld -- 10 Years of Doom
    Instead, Kreimeier was given the source of the Linux port of DOOM, which was based on the Final DOOM v1. 9 fork of the engine.<|separator|>
  85. [85]
  86. [86]
    id Software - GitHub
    DOOM DOOM · DOOM Open Source Release ; Quake-III-Arena Quake-III-Arena · Quake III Arena GPL Source Release ; Quake Quake · Quake GPL Source Release ; DOOM-3-BFG DOOM ...DOOM Open Source Release · Quake GPL Source Release · Quake-III-Arena
  87. [87]
    idsoftware - Alien Pastures
    Id Software did their software development on UNIX (they used Silicon Graphic high-end workstations) and then built DOS versions to be released to the public.
  88. [88]
    Linux still not a mainstream gaming platform, Carmack says - Polygon
    Feb 11, 2013 · Id Software co-founder John Carmack believes that it isn't worth doing Linux ports of games and that it barely makes his top ten of ...
  89. [89]
    id Software: Linux Hasn't Produced Positive Results - Phoronix
    Aug 4, 2012 · John Carmack, the founder of id Software, has lost his commitment to seeing Linux support. Valve Software is doing their big things with Linux now.
  90. [90]
    The Unofficial Doom Specs v1.666... - Games
    This document explains in great detail nearly all aspects of the doom WAD file format. And a new chapter (10) documents the location of data within DOOM.EXE ...
  91. [91]
    Quake Specs v3.3 - Games
    The PACK format is used to emulate a Unix directory arborescence, and to avoid putting some hundreds of files on the user's disk. It is not a compressed format, ...Missing: pak | Show results with:pak
  92. [92]
    7.1 The format of WAD2 files
    The structure of the WAD2 files is almost exactly the same as that of DOOM's PWAD and IWAD files. Only the size of the directory entries is a bit different.
  93. [93]
    IMF Format - ModdingWiki - shikadi.net
    Aug 6, 2017 · The id Software Music Format (IMF) is a raw music format that stores the actual bytes sent to the Adlib's OPL2 chip. For this reason it is a very simple format ...
  94. [94]
    This Day in Gaming, May 5: Wolfenstein 3D: 30th Anniversary
    May 5, 2022 · Wolfenstein 3D, released May 5, 1992, brought order to the shooter genre, is based on Commander Keen, and is now considered a legendary game.
  95. [95]
    Spear of Destiny (1992) - MobyGames
    Spear of Destiny ; Released: 1992 on DOS ; Credits: 23 people ; Publishers. FormGen, Inc. Psygnosis Limited ; Developers. id Software, Inc. ; Critics: 83% (8) ...
  96. [96]
    I know it's old as hell, but Wolfenstein 3D: Spear of Destiny ... - Reddit
    Nov 17, 2022 · Spear of Destiny was made by id in two months. u/Shivershorts ... id Software as the developer, so hard to say. The amount of extra ...Wolfenstein 3D + Spear of Destiny - Please do a definitive releaseLet's do this. ID Software's Wolfenstein: Spear of Destiny (1992).More results from www.reddit.com
  97. [97]
    Why did ID Software sold the Wolfenstein Development ... - Reddit
    Jul 17, 2019 · The original Wolfenstein Games were made by ID software (the guys that made Doom) but the games now are being developed by Machine Games.Id Software put up the original Wolfenstein 3D on their ... - Reddit1992 CNN news story on Wolfenstein 3D and id Software : r/gamingMore results from www.reddit.comMissing: figures | Show results with:figures
  98. [98]
    Why Doesn't id Develop Their Other Games Themselves Anymore?
    Jul 1, 2020 · They did Heretic, then Hexen, then Romero was booted out of id Software after Quake was released, so they did their own thing. If there was ...Missing: changes | Show results with:changes
  99. [99]
    DOOM (Shareware Episode) : id Software - Internet Archive
    Jul 25, 2012 · Doom is the ultimate 3D adventure, brining virtual reality and multi-player action to your PC. Doom includes 9 levels of the most incredible 3D action and ...
  100. [100]
    The Shareware Scene, Part 5: Narratives of DOOM
    Jun 19, 2020 · It's been estimated that id sold 2 to 3 million copies of the shareware episodes of the original DOOM. The boxed-retail-only DOOM II may have ...
  101. [101]
    id-Software/DOOM: DOOM Open Source Release - GitHub
    Here it is, at long last. The DOOM source code is released for your non-profit use. You still need real DOOM data to work with this code.Releases · Actions · Pull requests · Security
  102. [102]
    DOOM II: Hell on Earth - ClassicReload.com
    Rating 3.8 (2,725) Title: DOOM II: Hell on Earth · Release Date: October 10, 1994 · Developer: id Software · Genre: First-Person Shooter · Platform: MS-DOS (with modern ports ...
  103. [103]
    Monsters from the Id: The Making of Doom - Game Developer
    Id made use of a technique known as texture mapping that, combined with a raycasting engine written in assembly language, allowed the three-dimensional graphics ...
  104. [104]
    Doom 3 - 16 Years Later: An LGR Retrospective - YouTube
    Nov 6, 2020 · Reevaluating Doom 3 sixteen years later, released by id Software and Activision on August 3rd, 2004! Looking back at the hype and history of ...<|separator|>
  105. [105]
    DOOM on Steam
    Rating 5.0 (81,399) Developed by id software, the studio that pioneered the first-person shooter genre and created multiplayer Deathmatch, DOOM returns as a brutally fun and ...
  106. [106]
    How id Software Used Neural Rendering and Path Tracing in DOOM
    Sep 30, 2025 · DOOM: The Dark Ages pushes real-time graphics to new limits by integrating RTX neural rendering and path tracing, setting a new standard for ...
  107. [107]
    Join us in celebrating 25 years of Quake! - Bethesda.net
    Jun 22, 2021 · In 1996, id Software revolutionized the shooter landscape (once again) with the release of Quake, taking players through the Slipgate into a ...
  108. [108]
    The Legendary Quake Is Over 25 Years Old | GOG.COM
    Feb 24, 2022 · The original game launched over 25 years ago, in 1996. The innovative FPS built off of the success of id Software's previous project, Doom. But ...
  109. [109]
    Quantifying Quake: How the dark fantasy FPS changed games forever
    Aug 19, 2021 · Quake's technical and creative achievements, though highly influential, are just half of its legacy. Once the game was finally in players' hands ...
  110. [110]
    Quake - Valve Developer Community
    Apr 11, 2025 · Quake is a 3D first-person shooter released in 1996 by id Software. Its engine was licensed out to many companies, including Valve.
  111. [111]
    Quake II - Wikipedia
    Quake II is a 1997 first-person shooter game developed by id Software and published by Activision. It is the second installment of the Quake series, following ...Quake II engine · Quake III Arena · Sascha Dikiciyan
  112. [112]
    Quake II | Official Website - Bethesda.net
    Developed by id Software in 1997, Quake II is a critically acclaimed first-person shooter that introduces an entirely new science fiction narrative and setting.
  113. [113]
    Quake III: Arena - IGN
    Rating 9.3/10 · Review by IGN StaffDec 10, 1999 · Simply put, Quake III: Arena is a resource hog, and you're inevitably going to experience slowdown when there are a lot of challengers fighting ...<|separator|>
  114. [114]
    Quake® Champions Official Website | Home
    The fast, skill-based arena-style competition that turned the original Quake games into multiplayer legends is making a triumphant return with Quake ...
  115. [115]
    Clearing the confusion about Apogee and 3D Realms
    Jan 25, 2022 · ... released in Dec 1990 after about 3 months of development. During development, they chose to call themselves, Id Software. Apogee went on to ...<|separator|>
  116. [116]
    Commander Keen on Steam
    In stock Rating 4.5 (1,415) Title: Commander Keen ; Genre: Action. Developer: id Software. Publisher: id Software ; Release Date: Dec 14, 1990.
  117. [117]
    Ranking EVERY ID Software Game WORST TO BEST (All 24 ...
    May 17, 2025 · Well today, we have a big ranking and it is of every game developed by ID Software! Yes all of them! Including Dark Ages!Missing: key achievements genre
  118. [118]
    Rage: The Return of id Software | Eurogamer.net
    Sep 24, 2011 · Digital FoundryRage has gone gold and final, pressed copies are back after five years of development. · Tim Willits. It's very exciting. · Digital ...
  119. [119]
    Shooting-game pioneer id Software aims to be all the 'Rage'
    Oct 2, 2011 · With the long-awaited Rage ($60, for PS3, Xbox 360 and Windows PCs, for ages 17-up) arriving in stores Tuesday, id Software, once a garage-band ...
  120. [120]
    Why Was The PC Launch of Rage Such A "Cluster!@#$"? - Kotaku
    Oct 7, 2011 · id Software's big genre-blending shooter was created using the company's new id Tech 5 technology, an engine designed to run across all ...
  121. [121]
    Critical Reception: id Software's Rage - Game Developer
    Game Informer's Andrew Reiner scores Rage at 9 out of 10. "The name id Software rings of nostalgia. Franchises like Wolfenstein, Doom, and Quake laid the ...Missing: sales | Show results with:sales
  122. [122]
    'Rage 2' Is Somehow Selling Way Less Than 'Rage 1' So Far - Forbes
    May 20, 2019 · Gamesindustry.biz reports that Rage 2 is selling just a quarter of the physical copies of Rage 1. Granted, that was 2011, so more physical games ...
  123. [123]
    What went wrong with Rage, according to John Carmack - Reddit
    Jan 8, 2025 · During the Rage years, Id software was no longer pioneering and instead chasing trends. This was the downfall for Rage, as it was overshadowed ...RAGE development history? : r/RAGEgame - RedditJohn Carmack wishes Rage had been released earlier : r/pcgamingMore results from www.reddit.comMissing: sales | Show results with:sales
  124. [124]
    Carmack and Romero discuss their favorite id Software projects ...
    Feb 2, 2021 · John Romero and John Carmack, who founded id Software along with Tom Hall and Adrian Carmack in 1991, discussed their careers and the studio's ...
  125. [125]
    Starting id Software - John Romero - Lero
    Romero has co-founded eight successful game companies including the likes of id Software, Gazillion Entertainment and, most recently, Loot Drop which is ...
  126. [126]
    Doom co-creator Tom Hall joins Resolution Games
    Jun 24, 2020 · As co-founder and creative director at Id Software in the early 1990s, Hall oversaw the development of both Wolfenstein 3D and Doom.
  127. [127]
    That Tom Hall
    Tom is a co-founder of id Software, co-invented the First Person Shooter (FPS) genre, and was Creative Director on Commander Keen, Wolfenstein 3D, DOOM ...
  128. [128]
    Adrian Carmack - MobyGames
    Adrian Carmack is an artist and one of the founders of id Software, Inc., along with John Carmack (no relation) and John Romero. Although he was fascinated ...<|control11|><|separator|>
  129. [129]
    Where are they now? - Adrian Carmack - Choicest Games
    Feb 11, 2015 · Carmack also provided art for 2004's Doom 3 but then left id Sofware in 2005 to pursue his passion for art. He apparently sued id Software that ...
  130. [130]
    D. J. Butler interviews legendary game designer Sandy Petersen
    Later in his career, Petersen joined ID Software where he worked on the groundbreaking first person shooter games in the Doom franchise as well as Quake.
  131. [131]
    About | American McGee's Blog
    McGee began his career at id Software. He was a level designer for such games as Doom II, Quake, and Quake II. In 1998, he moved to Electronic Arts, where ...
  132. [132]
    American McGee - Video Game Credits - MobyGames
    Alice: Madness Returns (2011, Xbox 360), Senior Creative Director ; Doom II (2010, Xbox 360), Design and Support ; Quake (2009, Zeebo), Design ; Quake II (2009, ...
  133. [133]
    Tim Willits - MobyGames
    Game credits, biography, portraits and other game industry information for Tim Willits - MobyGames. ... 37 games with id Software, Inc. 33 games with Valve ...
  134. [134]
    John Carmack explains why he left id for Oculus - Game Developer
    John Carmack explains how his failure to arrange a deal between ZeniMax and Oculus VR led to his decision to leave id Software in a new interview published ...
  135. [135]
    Masters of Disruption: How the Gamer Generation Built the Future [2]
    Sep 23, 2021 · Carmack's innovations in 3-D graphics inspired the launch of Oculus, Facebook's virtual reality subsidiary. He left id Software in 2013 to ...
  136. [136]
  137. [137]
    id Software co-founder John Romero was apparently ... - PC Gamer
    Aug 10, 2025 · id Software co-founder John Romero was apparently one week removed from co-founding a completely different icon of PC gaming, but he'd already ...
  138. [138]
    American McGee - Game Design Workshop
    American McGee is a game designer and entrepreneur who began his career at id Software creating levels for such games as DOOM II (1994), Quake (1996), and ...
  139. [139]
    The Shareware Scene, Part 4: DOOM | The Digital Antiquarian
    Jun 5, 2020 · ... shareware distribution model. But the one thing we can say for sure is that it was enormously popular by any standard. Apogee sold roughly ...
  140. [140]
    Tremors: How Quake shook first-person shooters to their core
    Jun 22, 2016 · On June 22, 1996, id Software released Quake, an evolutionary leap not only for first-person shooters, but for the industry at large.<|separator|>
  141. [141]
    John Carmack | Biography & Facts | Britannica
    Sep 6, 2025 · His company, id Software, developed shareware and Internet distribution channels, revolutionizing how computer games were sold. Carmack grew up ...
  142. [142]
    Sales | Doom Wiki - Fandom
    Doom and Doom II are million-sellers, with PC versions likely over 4 million combined. Doom II sold over $100 million, and Ultimate Doom over $20 million in ...
  143. [143]
    How id Software Changed Gaming - IGN
    Feb 4, 2011 · Id Software helped pave the way for the notion that engines are valuable commodities, while at the same time cultivating the open-source nature ...<|separator|>
  144. [144]
    The legacy of shareware is everywhere | Eurogamer.net
    Sep 25, 2022 · And each one shook the industry like an earthquake, until Doom took id Software and shareware and gaming mainstream.Missing: impact | Show results with:impact
  145. [145]
    Shareware's Legacy on Computing: The Model That ... - Tedium
    Oct 27, 2016 · It kept small developers in the game and let computer users try out different kinds of software without spending thousands of bucks at Best Buy.
  146. [146]
    Programming principles from the early days of id Software
    When it comes to game developers, id co-founder John Romero is among the most influential. At GDC Europe in Cologne, Germany today, Romero ran down some of the ...Missing: practices | Show results with:practices
  147. [147]
    It's a Mod, Mod World - IEEE Spectrum
    Feb 1, 2003 · Id Software's popular Quake III [top] has spawned hundreds of mods, including this bloodthirsty bunny [bottom] by pseudonymous gamers Black ...
  148. [148]
    When Mortal Kombat Came Under Congressional Scrutiny
    Mar 8, 2018 · Senator Joe Lieberman, then a Democrat of Connecticut, helped lead hearings on Capitol Hill that put video game executives under the spotlight.
  149. [149]
    The Ratings Game, Part 2: The Hearing | The Digital Antiquarian
    Apr 23, 2021 · The videogame industry was hauled into a United States Senate hearing on December 9, 1993, to address concerns about the violence and sex to be found in its ...
  150. [150]
    Let's Enjoy This Wholesome Moral Panic About Violent Video ... - VICE
    Mar 8, 2018 · In the 2000s, we had the anti-violent video game lawyer Jack Thompson, whose crusade against video games was so unsuccessful it somehow ended ...
  151. [151]
    Jack Thompson still has a grudge - The Verge
    Mar 10, 2022 · Thompson was the attorney who led the charge against violent video games and helped morph a fringe topic into a dominant wedge issue of the mid-2000s.
  152. [152]
    The Triumph of Jack Thompson - S.C. - Medium
    Mar 30, 2021 · Thompson called violent video games “murder simulators” that teach kids to “kill efficiently and love it.” As proof of his thesis Thompson ...
  153. [153]
    Violent video games found not to be associated with adolescent ...
    Feb 13, 2019 · While no correlation was found between playing video games and aggressive behaviour in teenagers, the researchers emphasize that this does not ...
  154. [154]
    APA reaffirms position on violent video games and violent behavior
    Mar 3, 2020 · There is insufficient scientific evidence to support a causal link between violent video games and violent behavior, according to an updated ...
  155. [155]
    Video games unlikely to cause real-world violence, experts say - CNN
    Aug 5, 2019 · Experts say there is little evidence to link violent games to real-world violence. “Games have only become more realistic.
  156. [156]
    John Carmack sues ZeniMax for $22.5m from id Software deal
    Mar 10, 2017 · John Carmack is suing ZeniMax Media for $22.5 million, which he claims the company still owes him from its acquisition of id Software in 2009.
  157. [157]
    John Carmack: ZeniMax owes me $22.5M as part of 2009 id ...
    Mar 10, 2017 · ZeniMax sued Oculus in 2014 over misappropriation of trade secrets, copyright infringement, and breach of contract, among other accusations. The ...
  158. [158]
    Legal fight over $22.5m gaming takeover deal - BBC News
    Mar 10, 2017 · Gaming veteran John Carmack is suing ZeniMax Media for $22.5m (£18.5m) which he claims the company has not paid him.Missing: disputes | Show results with:disputes
  159. [159]
    Why did Romero leave Id? - Doom General Discussion - Doomworld
    Sep 1, 2004 · Basically, he was faced with the decision to either leave, or be fired on the spot. This is due in no small part to his complete lack of direction for Quake.
  160. [160]
    id co-founder suing former colleagues - Ars Technica
    Sep 29, 2005 · id Software co-founder Adrian Carmack (no relation to John Carmack, id's lead programmer) has launched a lawsuit against his former company.
  161. [161]
  162. [162]
    John Carmack officially leaves id Software - Game Developer
    For decades, John Carmack and id Software have gone hand in hand. Today, the studio confirmed that the game industry luminary is leaving id completely.
  163. [163]
    id Software cofounder John Carmack leaves company - Ars Technica
    Nov 22, 2013 · ... Adrian Carmack (no relation) left the company in 2005. Fellow id founders John Romero and Tom Hall left in the '90s and went on to found the ...
  164. [164]
    John Carmack resigns from id Software | GamesIndustry.biz
    Nov 22, 2013 · He is the last of the original core of founders--which also included Tom Hall, John Romero, and Adrian Carmack--to leave the company.
  165. [165]
    Doom Eternal composer alleges id Software stole control of ...
    Nov 9, 2022 · Gordon alleges a crunch-heavy schedule and creative clashes led to him losing control of Doom Eternal's music.
  166. [166]
    Bethesda rejects Mick Gordon allegations as 'distortion of the truth'
    Nov 16, 2022 · Ironically, Bethesda said that Gordon's statement has "incited harassment and threats" against Stratton, Mossholder, and id Software in general.
  167. [167]
    How id Software reclaimed its history by losing its leaders - PC Gamer
    Mar 22, 2021 · In the beginning, John Carmack would work solo to develop the next innovation in 3D graphics and AI. Then Romero and his fellow designers would ...
  168. [168]
    I've seen some discussion on HN in which people claimed that even ...
    I think a much better one is John Carmack firing Romero from id Software after the release of Quake. Some background: During a period of about 10 years ...
  169. [169]
    AGDC: Storytelling at id Software: The Experience Matters
    " But Willits feels id's public perception is "sometimes a bit skewed." "Yes, in the past, we have developed games that have very limited narratives. But to ...<|control11|><|separator|>