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The Early Days of id Software

31 videos recommended on HN
YouTube
1 HN user recommended this talk1 month2017–2023 score 1.5
Years with an HN recommendation, 2007–2026

Strongly recommended as an inspiring hour on how id worked, often linked in programming-practice threads.

John Romero's 2016 GDC Europe talk recounts the early days of id Software and the programming principles behind Doom and Quake, including fast iteration and keeping the game bootable.

“the rest of the talk is very inspiring - so listen to the hour-long video” (HN, 2017)

1 strong recommendations · 3 citations · Talks

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@hyperpallium Feb 2017 Strongly recommends
on HN thread Id Software Programming Principles
This is first class post-hoc bullshit. They weren't making prototypes or reusing code, they sure as hell weren't composing high-sounding principles. They just got on with it because they were talented experienced and motivated. For that reason, the rest of the talk is very inspiring - so listen to the hour-long video (half talk, half questions), and not the article which only has the post-hoc bits. [this video]
Inspiring hour-long talk on how id worked.

Citations, criticism and jokes

@tvararu Mar 2017 Cites it
on HN thread Linting HTML using CSS
John Romero learned this in his early days at ID Software: it's crucial that you can still boot the game even when things are missing, but make them very apparent. Source: somewhere in this video [this video]
Romero's lesson about keeping the game bootable despite missing assets.
@kudokatz Nov 2022 Cites it
on HN thread The genius of binary space partitioning in Doom (2019)
Read more
> As I've became more experienced what impresses me is how iD was able to crank out so much software so quickly > usually have multiple dead-ends where it isn't until after I've tried using a technique with real data that I realize it has weaknesses the researchers didn't point out and which can't easily be fixed If you listen to John Romero himself telling the story of id and the fast iteration, it was "due to having, basically, 10 years of intense game development experience prior": [this video] ("it's also due to the first principle we had - no prototypes") A theme I tend to see is that a lot of folks with super output appear to others like icebergs - a LOT of effort that nobody can see, and a tiny peak at which everyone marvels.
Romero explains id's fast iteration came from prior experience.
@tcmb Dec 2023 Cites it
on HN thread John Carmack and John Romero reunited to talk DOOM on its 30th Anniversary
Read more
It's also worthwhile to remember where the team honed their craft, as was also mentioned in this session: The early id team worked for a publisher called Softdisk that provided a game subscription where customers received a new game every month. This was basically a way to iterate on the practice and process of game development in one month cycles. The shareware relase of Doom had four months of development, which sounds crazy short by today's standards, but for them it was unusual to have so much time. There's several talks on Youtube by John Romero where he tells the story of the early id software, e.g. [this video]
Romero tells the story of early id Software.

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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