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  1. en.wikipedia.org › wiki › Kevin_CloudKevin Cloud - Wikipedia

    Kevin Cloud. Cloud at QuakeCon 2019. Occupation. Video game artist. Years active. 1985–present. Kevin Cloud is an American video game artist. He graduated from LSU-Shreveport in 1987 with a degree in political science. Cloud acquired his first full-time job as a computer artist at Softdisk in 1985. [1]

    Year
    Title
    Credited For
    Original System(s)
    2020
    Additional development support
    Windows, Stadia, PlayStation 4, Xbox One, ...
    2016
    SnapMap Lead Producer
    Windows, PlayStation 4, Xbox One, ...
    2009
    Executive producer
    WindowsPlayStation 3Xbox 360
    2007
    Executive producer
    WindowsLinuxMac OS XPlayStation 3Xbox ...
  2. This article or section is a stub. Please help the Doom Wiki by adding to it. Kevin Cloud was hired in 1992 by id Software to work as an assistant artist to the then lead artist, Adrian Carmack. By the time of his departure in late 2023, Kevin was in a senior design and project management position.

    • Technical Background
    • Inspirations
    • Aesthetic Approach
    • Weapons
    • Monsters
    • Textures
    • Sketches
    • Cover Art
    • References

    id Software's earliest games were designed for the IBM Enhanced Graphics Adapter (EGA) hardware. This includes Hovertank 3D and the Catacomb 3-D series, which constituted their first 3D shooters. Wolfenstein 3D was the first to target the newer Video Graphics Array (VGA) hardware; however, it was originally developed as an EGA game, meaning that th...

    Thematically Doom was envisioned as a cross between the suspenseful sci-fi atmosphere of Aliens and demonic horror movie Evil Dead II.:128 The latter influenced such elements as the chainsawfound in the game. Inspiration also came from a long-running Dungeons & Dragons game played by the id team; elements of this game later inspired Quake and Daika...

    According to Kevin Cloud, id set out to create "a realistic and dark world... more dirty than pretty." Their intent was that there be "nothing beautiful about Doom" and that its world should be "scary and dark."

    Compared to the low resolution weapons of Wolfenstein 3D, Doom's weapons were groundbreaking in being photo-realistic. The weapons were created largely (but not all) based on photographs of toy guns bought from Toys "R" Us.:134 Kevin Cloud's hands are those depicted holding the toy weapons. Identified weapons include: 1. Fist- Kevin Cloud's bare ha...

    Clay modelling and photography

    Several of Doom's monsters were sculpted out of clay formed on top of small posable wooden mannequins.The same model in a particular pose could then be photographed from multiple sides to get multiple sprite rotations for the same animation frame. Frames of animation would have been achieved by adjusting the pose of the model and repeating the process. Monsters known to have been developed this way include the baron of Hell and the cyberdemon; the player sprites were also developed in the sam...

    TXFX models

    While the clay modelling process proved sufficient to develop a significant number of the monsters from the first game, the id team sought to improve the quality of the models they were photographing. To do this, they commissioned a company named TXFX to build steel and latex models for use as in-game monsters, led by modeller Gregor Punchatz; Punchatz had previously worked as an artist on Hollywood movies such as the RoboCop series. The referral to Punchatz's company came from his father, Do...

    Toys

    As with the weapon sprites, toys were also used to develop Doom's monsters. Specifically the "pinky" demon was based on a Jurassic Park Dilophosaurus dinosaur toy; the toy was photographed and then drawn over in a more "traditional" manner. Released the same year as Doom and several months prior, Jurassic Parkwas an immensely popular film and heavily merchandised. None of the original dinosaur remained in the final demon sprites; they simply provided an overall reference structure and pose fo...

    Doom's wall, floor and ceiling textures are a central part of the game's distinctive look and feel. As with the other art material, the id Softwareartists drew on a variety of photographed sources when developing the game's textures. Adrian Carmack photographed a pair of snakeskin boots which he owned in order to produce a "serpent-like" texture fo...

    Adrian Carmack drew numerous sketches which were adapted into artwork for the game. Notable are several sketches which were adapted into marble wall textures. The artwork for Doom II's final boss, the Icon of Sin was developed through this technique. These sketches are most prominently featured in the game as fullscreen art in the background of the...

    For Doom's title screen, id commissioned Don Ivan Punchatz. Punchatz was an artist known for his illustrations of science fiction, fantasy and heavy metal publications. His background therefore fit with Doom's science fiction / fantasy storyline, along with its heavy metal soundtrack. The artwork was used in its original form as the box cover art f...

    Jump up NeXT Computer, Inc. (1 January 1992). "NeXT Cube sales brochure."Retrieved 19 November 2015.
    Jump up Romero, John (15 January 2009). "doom history 1994." rome.ro blog post.Retrieved 25 October 2015.
    Jump up to: 3.0 3.1 3.2 3.3 Kushner, David. (2003). Masters of Doom (pp.75,101,128,134,135). New York: Random House. ISBN 978-0812972153
    Jump up doom_collector: Gregor Punchatz tells #Doomzineon Instagram
  3. Horror. Sci-fi. Doom. Kevin Cloud was hired in 1992 by id Software to work as an assistant artist to the then lead artist, Adrian Carmack. Cloud was artist and co-owner until the ZeniMax Media merging in 2009. Kevin's hands are those which appear in the weapon graphics holding the guns in Doom & Doom II.

  4. In this extended cut of our interview with id Software legend Kevin Cloud, we talk about creating SnapMap, and his work as an artist on Wolfenstein, DOOM, Qu...

    • 26 min
    • 36,3K
    • Noclip - Video Game Documentaries
  5. Kevin Cloud fue contratado en 1992 por Id Software para trabajar como artista asistente del entonces Jefe de Arte, Adrian Carmack. En la actualidad Kevin es el artista principal de Id, así como su co-propietario. Las manos de Kevin son las que aparecen en los gráficos que sostienen las armas de…

  6. 1 de fev. de 2021 · After operating under the id Software banner part-time for several months, the four men formally founded id Software on February 1, 1991 in Shreveport. The firm relocated to Mesquite, Texas in 1992. Jay Wilbur and Kevin Cloud joined id Software in April of that year, rounding out the early team.