![]() No keyboards being hammered during Quake III marathons. There are no CDs whizzing into walls like Frisbees. In the dozens of times I've come here to research Masters of Doom, my book about John Carmack and his ex-partner, John Romero, I've never seen id's office as focused as it is now. They're hard at work on Doom III, which is already a shoo-in for event of the year in the $10.8 billion videogame industry, even though it's not expected out until fall. These days, the employees at id need to play with pain. The art guys just scanned his wound to use as skin for a monster. Lead designer Tim Willits hobbles in with a thigh of busted capillaries from the same game. ![]() But he'll type with the eight digits that work. "Shattered," Scott replies wearily, waving a splint - the result of a rare office football game played to ease tension. "How are the fingers?" coder Jim Dosé asks artist Kenneth Scott, as they stand in the kitchen of id Software's Mesquite, Texas, headquarters. ![]() ID Software Doom III's Pinky Demon, in pose-to-pose animation. ![]()
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