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John Carmack

Biography

Well known for founding the Id Software company, Carmack created several popular video gaming, including Trend, Doom, Commander Eager, and Wolfenstein 3D. In his early teenagers, he was imprisoned for his function within an Apple pc heist at a college in his hometown. Afterwards, after briefly their studies at the School of Missouri-Kansas Town, he began doing work for a Louisiana-based pc technology company known as Softdisk. He released a visionary, Texas-based firm known as Armadillo Aerospace that originally aimed to use industrial spaceflights. His relationship to fellow gaming developer Katherine Anna Kang led to two kids. He and fellow Kansas indigenous Matt Burch both acquired successful professions as software developers.

Quick Facts


Full Name John Carmack
Date Of Birth August 20, 1970
Place Of Birth Roeland Park, KS
Profession Game Designer
Education University of Missouri–Kansas City, Shawnee Mission East High School
Nationality American
Spouse Katherine Anna Kang
Children Christopher Ryan Carmack
Parents Inga Carmack, Stan Carmack
Awards BAFTA Fellowship, Technology & Engineering Emmy Award for Outstanding Achievement in Video Gaming Technology and Applications
Star Sign Leo

  • Facts
  • Filmography
  • Awards
  • Salaries
  • Quotes
  • Trademarks
  • Pictures

#Fact
1Programming for the new DOOM game to be released sometime in 2002. [2001]
2Son, Christopher Ryan Carmack, with Katherine Anna Kang, was born on Friday, August 13 at 12:50 pm weighing six pounds, seven ounces.
3Took a computer workstation with him on a honeymoon
4Parents Stan and Inga Carmack
5Older brother of Peter Carmack
6Every game released by Carmack's company has pushed the game and graphics envelops to new levels, leading the next revolution in 3-D interactive games with both single and multiplayer technology. Wolfenstein 3D (1992) ushered in the concept of the first-person shooter game. This concept was forever changed when Doom (1993) (VG) was released, setting the benchmark for all 3-D action games. Doom II (1994) (VG) further built on this success. Quake (1996) (VG) set the new standard in multi-player, true 3-D, combat action games. Use of OpenGL 3-D accelorator cards for smoother 16-bit graphics and lighting effects were prevalent in Quake II (1998) (VG). Quake III: Arena (1999) (VG)'s graphics engine offers curved surface rendering and high detail textures to create visual features such as moody atmospheric fog and spectacular lighting.
7One of Carmack's favorite novels is Vernor Vinge's "A Deepness in the Sky".
8Has made enough money from id Software [us] that he really does not have to work anymore. This gives John "the freedom from anybody having the ability to have any leverage" over him and the freedom to drive his exotic cars. John owns a 600hp twin-turbo Ferrari F50 and a 1000hp twin-turbo V-12 Ferrari Testarossa GTO.
9Lives in Mesquite, Texas with his wife, Anna Kang (ex-director of id Software [us]).


Miscellaneous

Miscellaneous

TitleYearStatusCharacter
Doom³2004Video Game programmer / technical director
Quake III: Arena1999Video Game lead programmer
Quake II1997Video Game lead programmer
Doom 641997Video Game programmer
Quake1996Video Game lead programmer
Final Doom1996Video Game programmer
Hexen1995Video Game programmer: 3D engine
Doom II: Hell on Earth1994Video Game lead programmer
Heretic1994Video Game programmer: 3-D engine / set engineer
Ultimate Doom1993Video Game programmer
Spear of Destiny1992Video Game software engineer
'Goodbye, Galaxy!' Episode IV: Secret of the Oracle1991Video Game programming team
'Goodbye, Galaxy!' Episode V: The Armageddon Machine1991Video Game programming team
Aliens Ate My Baby Sitter!1991Video Game software engineer

Writer

Writer

TitleYearStatusCharacter
Return to Castle Wolfenstein2001Video Game story
Commander Keen2001Video Game story
Spear of Destiny1992Video Game
Wolfenstein 3D1992Video Game story

Director

Director

TitleYearStatusCharacter
Quake 42005Video Game
Doom³2004Video Game

Thanks

Thanks

TitleYearStatusCharacter
MansLaughter2015very special thanks: consult
Serious Sam II2005Video Game special thanks
Serious Sam: The Second Encounter2002Video Game special thanks
Kingpin: Life of Crime1999Video Game special thanks
Descent1994Video Game special thanks
Rise of the Triad: Dark War1994Video Game special thanks

Self

Self

TitleYearStatusCharacter
NextWorld2008TV Series documentaryHimself - Armadillo Aerospace
The Jace Hall Show2008TV SeriesHimself
Doom Nation2006Video documentary shortHimself

Won awards

Won awards

YearAwardCeremonyNominationMovieAward shared with
2016Academy FellowshipBAFTA AwardsBAFTA Games
2001Hall of FameAcademy of Interactive Arts & Sciences, USA


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#Quote
1Like most things, it is difficult to come up with a single weighted sum of the value of a programmer. I prefer to evaluate multiple axis independently. Programming is really just the mundane aspect of expressing a solution to a problem. There are talents that are specifically related to actually coding, but the real issue is being able to grasp problems and devise solutions that are detailed enough to actually be coded. Being able to clearly keep a lot of aspects of a complex system visualized is valuable. Having a good feel for time and storage that is flexible enough to work over a range of ten orders of magnitude is valuable. Experience is valuable. Knowing the literature is valuable. Being able to integrate methods and knowledge from different fields is valuable. Being consistent is valuable. Being creative is valuable. Focus is extremely important. Being able to maintain focus for the length of a project gets harder and harder as schedules grow longer, but it is critical to doing great work. I certainly respect the abilities of my primary competitors. Back in the DOOM days, Ken Silverman was extremely impressive, and today Tim Sweeny is producing much of value.
2If you don't care enough to have something of your own to say, they shouldn't be quoting you.
3I was sort of an amoral little jerk when I was young. I was arrogant about being smarter than other people, but unhappy that I wasn't able to spend all my time doing what I wanted. I spent a year in a juvenile home for a first offence after an evaluation by a psychologist went very badly.


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