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===Concept=== [[File:John Carmack E3 2006.jpg|thumb|[[John Carmack]] in 2006|alt=Black and white photo of the head and shoulders of a man wearing glasses]] [[Id Software]] released ''[[Wolfenstein 3D]]'' in May 1992. Later called the "grandfather of 3D shooters",<ref name="CGWHallofFame"/><ref name="VGB"/> it established the genre's popularity and its reputation for fast action and technological advancement.<ref name="CGWHallofFame"/><ref name="AGGreview"/><ref name="IGN100"/><ref name="WIREDretro"/> When most of the studio began work on additional episodes for ''Wolfenstein'', id co-founder and lead programmer [[John Carmack]] instead began technical research on a new game. Following the release of ''Wolfenstein 3D: Spear of Destiny'' in September 1992, the team began to plan their next game. They were tired of ''Wolfenstein'' and wanted to create another 3D game using a new engine Carmack was developing. Co-founder and lead designer [[Tom Hall]] proposed a new game in the ''[[Commander Keen]]'' series, but the team decided that the ''Keen'' platforming gameplay was a poor fit for Carmack's fast-paced 3D engines. Additionally, the other co-founders, designer [[John Romero]] and lead artist [[Adrian Carmack]] (no relation to John Carmack) wanted to create something in a darker style than the ''Keen'' games. John Carmack conceived a game about using technology to fight demons, inspired by a ''[[Dungeons & Dragons]]'' campaign [[Quake (video game)#The Fight for Justice (1990-91)|the team played]]. This campaign would also influence the design of ''[[Quake (video game)|Quake]]'' (1996) and ''[[Daikatana]]'' (2000).<ref name="Doomguy126145"/> More broadly the team intended to combine the styles of the ''[[Evil Dead II]]'' and ''[[Aliens (film)|Aliens]]'' films.<ref name="MOD118121"/><ref name="GDC2011"/> The working title was ''Green and Pissed'', but Carmack renamed it ''Doom'' based on a line from the 1986 film ''[[The Color of Money]]'': {{"'}}What you got in there?' / 'In here? Doom.{{'"}}<ref name="MOD118121"/><ref name="MonsterId"/> The team agreed to pursue the ''Doom'' concept, and development began in November 1992.<ref name="GDC2011"/> The initial development team was composed of five people: programmers John Carmack and Romero, artists Adrian Carmack and [[Kevin Cloud]], and designer Hall.<ref name="IGNvideo"/> They moved operations to a dark office building, naming it "Suite 666" while drawing inspiration from the noises they heard from a neighboring dental practice. They also decided to cut ties with [[Apogee Software]], their previous publisher, and self-publish ''Doom'', as they felt that they were outgrowing the publisher and could make more money by self-publishing.<ref name="MOD122123"/>
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