A day job became a testing ground
Softdisk was a software publisher, and John Carmack and the colleagues who would later form id Software worked there on commercial projects. On weekends, they could use the company’s computers for experiments of their own. That arrangement gave them access to the machines and time needed to push beyond the limits of the games they were making for work.
The crucial experiment was not Doom itself, but a way to make a first-person game world feel more three-dimensional. Carmack worked on the underlying technology—the code that drew the world and let the player move through it—while his collaborators helped turn that technology into playable games. Each attempt exposed what the software could not yet do and suggested what to improve next.
From technical experiments to playable worlds
A fast-moving 3D engine was useful only if it could support a compelling game. The team’s early work led to Wolfenstein 3D, which made movement through a maze of corridors feel immediate and gave players a clear view from the character’s perspective. The experience of building and refining that kind of game helped prepare the team for Doom, where the environments and action became more ambitious.
The weekend setup mattered because it let the developers build a shared body of work before id Software existed as their own company. They were not starting from scratch when they moved on: they had already tested ideas, learned how to divide technical and creative work, and seen how an engine could shape a game’s design.
The project behind the project
Calling Doom a weekend project compresses a longer development story. The weekends at Softdisk were where important technology and working habits took shape; Doom came later, built on that groundwork. The telling detail is that the computers belonged to an employer, but the experiments made on them became the foundation for games that would define the team’s future.






