We’re excited to announce that the QUAKE LIVE experience is evolving — benefiting from now having its own standalone client. With the new client, the QUAKE LIVE team can dedicate more time to updating in-game features without the worry of how ever-evolving web browsers will affect gameplay and performance. If you ever experienced any browser compatibility issues, or troubles installing the QUAKE LIVE plug-in, we highly recommend you give the new standalone client a try.
QUAKE LIVE remains free to play and offers extended access and features to members with Premium and Pro accounts. And to celebrate the New Year, Pro subscribers may now host matches for standard users on all seven Premium game modes, including Freeze Tag and Domination!
If you have questions about how this affects your existing QUAKE LIVE account, we recommend reading the FAQ. Additionally, you can learn about the latest content updates on the QUAKE LIVE news page.
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Update: For retrospective pieces on DOOM, be sure to visit Games Radar, Polygon, Wired, IGN, Eurogamer, and The Verge.
Hard to believe, but today marks the 20th anniversary of DOOM’s original PC release. To help celebrate, we’re sharing some of our favorite DOOM community creations, DOOM memories from the team at id Software, and for one day only, you can purchase a commemorative anniversary t-shirt on the Official Bethesda Store.
Want to share your memories? Post in the comments below or include #DOOMemories on Twitter.
Tim Willits — “DOOM is the sole reason I am in the video game industry. I remember downloading the game, without knowing much about it, playing it, and then having the game consume most of my life for two years — until id Software hired me!
For me, the greatest thing about DOOM was the ability to create and play my own levels. The limitless possibilities of what I could do in the game fascinated me so much that the entire direction of my life changed. I knew, after creating my first DOOM level, that the only thing I wanted to do in my life was make video games. And to this day, I still feel very blessed and a little amazed that I work at id Software and that I have had the chance to shape the DOOM franchise.
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It’s Halloween again, and there were several people that came to work dressed in costume — here at our office and across some of our other studios. We hope that you enjoy the group shot of everyone at Bethesda HQ. We had quite the big turn out this year compared to last year. It looks like we need a bigger hallway!
We received a great many photos from id Software, ZeniMax Online Studios, and Battlecry Studios.
Finally, we received and saw tons of wonderful Halloween pumpkins and costumes. Here’s an album of some of our favorites!
Thanks to everyone that jumped on the Halloween creativity bandwagon and sent us or shared their pics. Happy Halloween!
This week the QUAKE LIVE team has added to new maps and game features to the game — courtesy of Premium Pack 19. Details below…
Making its way to QUAKE LIVE from Quake 3 Arena, Future Crossings makes its debut from author Dan “Scancode” Gold. As the name implies, Future Crossings takes place in a futuristic space base. The flag sits alone in the middle of the base on the mid-level, surrounded by both higher and lower ground, making for unpredictable escape routes. Teams will fight for the Quad Damage in the middle, with armor serving as a sniper roost for people wishing to ply their Railgun skills. Future Crossings is now available for play in all flag-based gametypes and Race.
Gospel Crossings is a Capture the Flag arena that takes the fight to multiple levels of a gothic cathedral. Created by Dan “Scancode” Gold, Gospel Crossings is another classic CTF arena returning to QUAKE LIVE. Defenders will find a multitude of ways in and out that they have to defend, especially the jumppad leading from the bottom level behind the flag. A Quad Damage is up for grabs in the middle, but a fog pit is the only thing waiting to greet players. Gospel Crossings is available in all flag-based gametypes, Domination, and Race.
Railyard (shown above) has been rebuilt from the ground up, new exclusively for QUAKE LIVE. Formerly known as Silly Railings by Dan “Scancode” Gold, Railyard is a small Capture the Flag arena where all the action takes place in one room. Stacks of crates are available for cover, with jumppads behind them for popping up and railing. Nothing but some abandoned railroad tracks separates the two teams. Railyard is available in all flag-based gametypes, Race, and definitely excels for small One Flag CTF matches.
For additional changes arriving with the new update, rocket jump past the link below.
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id Software has a well-storied past, and now you can be part of their future. Like Arkane, the Dallas-based studios is ramping up with more than a dozen positions — including Environment Concept Artist, Physics & Simulation Programmer, and Design Director. Applications for the team can be submitted at jobs.zenimax.com.
And speaking of the id team, if you haven’t watched it already, check out our interview and PAX panel (embedded above) featuring id’s art director, Hugo Martin.
Decorate your dorm room, man cave, or even the dining room (you devil, you) with our limited edition DOOM poster and & giclee.
On the left you’ll see our new high-quality giclee print, “Echoes in the Darkness” from artist WAY$HAK — featuring one of DOOM’s iconic baddies, the Cyberdemon. And on the right you’ll see Godmachines’ tribute to DOOM II’s final boss, the “Icon of Sin“.
Both 18×24 prints are limited to 333 individually-numbered prints. No clue why they’d be numbered that way
Order at store.bethsoft.com
We’re celebrating QuakeCon at store.bethsoft.com with 20% savings on any purchase over $50. This deal runs through out QuakeCon (starting on August 1st) and ends on Monday, August 5th.
This Saturday at QuakeCon (and streaming live at Twitch.TV/Bethesda), id Software’s art director, Hugo Martin, will be speaking about his career in games and films. If you’re not familiar with his work, you need only visit a movie theater and check out (the totally awesome) Pacific Rim. For the film, Martin was part of director Guillermo Del Toro’s core concept team.
While in Texas, we had a chance to catch up with Hugo. Read the interview below…
How did you get started as an artist (include brief history of career highlights)?
I studied Illustration at Pratt Institute and Transportation Design at Art Center College of Design.
I started my career as a pose to pose animator and storyboard artist at MTV animation in NYC, but my first true concept job came after that when I worked in the IP development department at Wizards of the Coast. I went on to work at Naughty Dog as a concept artist on Jak X Team Racing and Uncharted: Drake’s Fortune, and then on to Blur Studios doing concept work on a variety of film, commercial, game and animation Projects.
After Blur I decided to go freelance. For 3 1/2 years I worked as a contract concept artist out of my studio and on-site whenever possible — primarily doing design work on films and games — the most notable from that period being of course PACIFIC RIM .
What was your principle role on Pacific Rim?
I had the privilege and honor of being a part of Guillermo’s core concept team. My primary focus was on the design of the Jaegers, and from there I moved on to key frame illustration and then prop designs. I also had the chance to work on the Blade head Kaiju you see fighting Striker Eureka in the film.
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Can’t make it to QuakeCon 2013? You’ll be happy to know that we’re streaming content live from the show. In addition to featuring shoutcasts for all three of QuakeCon’s tournaments at Twitch.TV/QuakeCon, we’ll be livestreaming some of the event’s biggest panels and presentations.
Beginning this Thursday, tune into Twitch.TV/Bethesda and catch these scheduled events:
Thursday, August 1st
QuakeCon 2013 Welcome (4:30 pm CST) – id Software’s Tim Willits and Bethesda’s Pete Hines kick off the festivities with news and announcements surrounding the show.
QuakeCon Keynote Presented by John Carmack (immediately following the QuakeCon 2013 Welcome) – As is tradition at QuakeCon, id Software co-founder and technical director John Carmack takes the stage to for an educational and entertaining discussion about his work, technology, and what’s on his mind. Brace yourself!
Friday, August 2nd
The Elder Scrolls Online | Gameplay Presentation (12:30 pm CST) – Check out the first streamed gameplay of The Elder Scrolls Online, live from QuakeCon 2013! Don’t miss never-before-seen areas as ZeniMax Online Studio’s creative director, Paul Sage joins other members of ZeniMax Online Studios team to show off the latest chapter in the Elder Scrolls saga.
The Physics of Light and Rendering | A Talk by John Carmack (5 pm CST) – John Carmack returns to the mainstage to explain how light behaves in the real world, and the approximations and compromises that are involved in simulating the behavior with computers. This lecture will be geared towards those interested in the interactions of light in the world and how computer software simulates it. Note: Not for the technically faint at heart.
Saturday, August 3rd
Dishonored | The Brigmore Witches Game Presentation (11:00 am CST) – See gameplay for Dishonored’s final add-on, The Brigmore Witches, two weeks before its August 13th release date. On stage to share the game and answer fan questions will be Arkane Studios’ Raphael Colantonio, Ricardo Bare, and Seth Shain. Have questions about the content? Be sure to ask them on Twitter using the #BrigmoreQuakeCon hashsign.
From Sketchbook to the Big Screen | A talk by id Software’s Hugo Martin (4:00 pm CST) – Before becoming id Software’s art director, Hugo Martin was an integral part of defining the vision for one of the most entertaining blockbusters of the year, Pacific Rim. A must-see panel for artists interested in breaking into the entertainment industry.
Attending QuakeCon? See the full slate of panels and presentations at QuakeCon.org.
We’re excited to announce that in addition to his annual QuakeCon keynote address, John Carmack will return to the stage for lecture-style presentation focusing on light transport and rendering.
Titled “The Physics of Light and Rendering”, the talk will take place on Friday, August 2nd at 5:00pm CST. Learn how light behaves in the real world, and the approximations and compromises that are involved in simulating the behavior with computers. This lecture will be geared towards those interested in the interactions of light in the world and how computer software simulates it. Note: Not for the technically faint at heart.
If you missed John’s 2012 keynote, watch the embed from our QuakeCon YouTube channel.