It is proposed that this article be deleted because of the following concern:
If you can address this concern by improving, copyediting, sourcing, renaming, or merging the page, please edit this page and do so. You may remove this message if you improve the article or otherwise object to deletion for any reason. Although not required, you are encouraged to explain why you object to the deletion, either in your edit summary or on the talk page. If this template is removed, do not replace it . The article may be deleted if this message remains in place for seven days, i.e., after 14:57, 29 December 2024 (UTC). Find sources: "Paul Steed" – news · newspapers · books · scholar · JSTOR Nominator: Please consider notifying the author/project: {{ subst:proposed deletion notify |Paul Steed|concern=Aside from being created back when it was possible for IPs to do so, this page received the notability tag immediately after it was unprotected. I wouldn't go so far as to call Steed a nobody, but I believe he is Fandom-Wiki-level material that isn't notable enough for a page on a site as generalized as Wikipedia.}} ~~~~ |
![]() | The topic of this article may not meet Wikipedia's notability guideline for biographies .(December 2024) |
Paul Howard Steed Jr. (November 6, 1964 [1] – August 11, 2012) was a video game modeller and artist. He worked for Origin Systems, Electronic Arts, id Software, WildTangent, Microsoft's Xbox, Atari, and Exigent. He created artwork or models for several prominent game series including Wing Commander and Quake . He was employed by id Software until he was fired in retaliation for conflict over the creation of Doom 3 (according to John Carmack). [2]
Steed began his career with video games in 1991 at Origin Systems, after answering a newspaper ad that said "Fantasy artist wanted". Starting as a game design sketcher, he moved up to art director and then project director. Steed has indicated he "didn't touch a mouse until I was 27." He worked as an art director at Virgin Entertainment and a designer at Iguana Entertainment as well. In 2000, after being fired from id Software, he went to work for WildTangent making several dancing girl visualizers for Winamp and a third-person shooter called Betty Bad (an homage to Steed's favorite arcade game, Tempest ).
Steed gained press and controversy with the release of a "Crackwhore" female model for Quake II in response to a skin (character texture) contest for the first Quake sponsored by a group of female gamers who called themselves the "Crackwhore Clan". The Crackwhore model was released as a downloadable character for Quake II as an homage to that same female gamer clan. While Quake II included a female character as an option when playing, both the phraseology and approach to the Crackwhore model received some amount of criticism despite the Crackwhore Clan having been created and organized by and composed solely of female gamers and not Paul Steed.
Steed was active in the game development community and gave talks not only at the annual Game Developers Conference, but also at universities and art institutes. He initiated and sponsored several modeling contests such as the Bad Girl and Cute Doll contests by which he challenged any and all other modelers to compete against him for sponsored prizes. He convinced many vendors like Autodesk to contribute those prizes as well as recognition to the contest winners.
A published author, Steed wrote three books on modeling and animating game characters for 3D games. He served on the advisory board for GDC for many years, and as creative director for Microsoft's Xbox and Atari he gained experience on the other side of the developer fence. He left Atari in 2006 to co-found Exigent with Garland Wong and Jesse Rapczak. As president and chief creative officer at Exigent, a global game art company for next generation and casual games, Steed oversaw more than 100 artists in India and China while consulting with top developers and publishers. Lately, he provided creative and managerial leadership for an unannounced UTV Ignition Entertainment project, but subsequently moved on to a series of casual and console projects.
id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.
Quake III Arena is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the Quake series, Arena differs from previous games by excluding a story-based single-player mode and focusing primarily on multiplayer gameplay. The single-player mode is played against computer-controlled bots. It features music composed by Sonic Mayhem and Front Line Assembly founder Bill Leeb.
Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998.
Wolfenstein 3D is a first-person shooter video game developed by id Software and published by Apogee Software and FormGen. Originally released on May 5, 1992, for DOS, it was inspired by the 1981 Muse Software video game Castle Wolfenstein, and is the third installment in the Wolfenstein series. In Wolfenstein 3D, the player assumes the role of Allied spy William "B.J." Blazkowicz during World War II as he escapes from the Nazi German prison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game's levels to find an elevator to the next level or kill a final boss, fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns.
John D. Carmack II is an American computer programmer and video game developer. He co-founded the video game company id Software and was the lead programmer of its 1990s games Commander Keen, Wolfenstein 3D, Doom, Quake, and their sequels. Carmack made innovations in 3D computer graphics, such as his Carmack's Reverse algorithm for shadow volumes.
Sidney K. Meier is an American businessman and computer programmer. A programmer, designer, and producer of several strategy video games and simulation video games, including the Civilization series, Meier co-founded MicroProse in 1982 with Bill Stealey and is the Director of Creative Development of Firaxis Games, which he co-founded with Jeff Briggs and Brian Reynolds in 1996. For his contributions to the video game industry, Meier was inducted into the Academy of Interactive Arts and Sciences Hall of Fame.
Alfonso John Romero is an American video game developer. He co-founded id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by the id programmer John Carmack, popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".
Doom 3 is a 2004 survival horror first-person shooter video game developed by id Software and published by Activision. Doom 3 was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported by Aspyr Media for Mac OS X in 2005. Developer Vicarious Visions ported the game to the Xbox, releasing it worldwide on April 4, 2005.
American James McGee is a retired American video game designer. He is best known as the designer of American McGee's Alice, its sequel Alice: Madness Returns, and his works on various video games from id Software.
Adrian Carmack is an American video game artist and one of four co-founders of id Software, along with Tom Hall, John Romero, and John Carmack. The founders met while working at Softdisk's Gamer's Edge division and started id in 1991. Adrian Carmack's primary role at the company was as an artist, including work on Commander Keen, Wolfenstein 3D, Doom, Hexen: Beyond Heretic, Quake, Quake II and Quake III Arena. He is credited as the creator of Doom's grotesque, gory art style as well as the term "gibs". During the development of Doom, Adrian built clay models of the baron of hell, the Doomguy, and the cyberdemon before Gregor Punchatz was hired.
Homebrew, when applied to video games, refers to software produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development.
Graeme Devine is a computer game designer and programmer who co-founded Trilobyte, created bestselling games The 7th Guest and The 11th Hour, and helped design id Software's Quake III Arena. He was Chairman of the International Game Developers Association (IGDA) from 2002 to 2003. One of Graeme's trademarks is his Scooby-Doo wardrobe. He has said of his work that "I've not stuck to any one genre, platform or IP throughout my career, and I hope people eventually work out that's just fine."
Doom, a first-person shooter game by id Software, was released in December 1993 and is considered one of the most significant and influential video games in history. Development began in November 1992, with programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall. Late in development, Hall was replaced by Sandy Petersen and programmer Dave Taylor joined. The music and sound effects were created by Bobby Prince.
id Tech 4, popularly known as the Doom 3 engine, is a game engine developed by id Software and first used in the video game Doom 3. The engine was designed by John Carmack, who also created previous game engines, such as those for Doom and Quake, which are widely recognized as significant advances in the field. This OpenGL-based game engine has also been used in Quake 4, Prey, Enemy Territory: Quake Wars, Wolfenstein, and Brink. id Tech 4 is licensed under the terms of the GNU General Public License v3.0 or later, and was the last id Tech engine to be open-sourced.
Diary of a Camper is an American short film released in October 1996 that was made using id Software's first-person shooter video game Quake. The film was created by the Rangers, a clan or group of video game players, and first released over the Internet as a non-interactive game demo file. The minute and a half-long video is commonly considered the first example of machinima—the art of using real-time, virtual 3D environments, often game engines, to create animated films. The story centers on five members of the Rangers clan fighting against a lone camper in a multiplayer deathmatch.
Rage is a first-person shooter video game developed by id Software and published by Bethesda Softworks, released in October 2011 for Microsoft Windows, the PlayStation 3, and the Xbox 360, and in February 2012 for OS X. It was first shown as a tech demo at the 2007 Apple Worldwide Developers Conference and was announced at the QuakeCon. Rage uses id Software's id Tech 5 game engine and is the final game released by the company under the supervision of founder John Carmack.
Game art design is a subset of game development involving the process of creating the artistic aspects of video games. Video game art design begins in the pre-production phase of creating a video game. Video game artists are visual artists involved from the conception of the game who make rough sketches of the characters, setting, objects, etc. These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes, these concept designs are called "programmer art". After the rough sketches are completed and the game is ready to be moved forward, those artists or more artists are brought in to develop graphic designs based on the sketches.
Based on id Software's open stance towards game modifications, their Quake series became a popular subject for player mods beginning with Quake in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into Quake, including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like Team Fortress, whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima.