Chapter

The Design of Commander Keen
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2:00:30 - 2:05:02 (04:32)

John Romero and Tom Hall were the main creative forces behind the early design of Commander Keen, with Tom responsible for the backstory and design of the game's characters and world. Despite this, design for the game was primarily focused on creating an enjoyable gameplay experience, resulting in the creation of a beloved game series.

Clips
In this episode, the speaker reminisces about the experience of shareware games and how it led to a deeply fulfilling experience.
2:00:30 - 2:02:18 (01:48)
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Gaming
Summary

In this episode, the speaker reminisces about the experience of shareware games and how it led to a deeply fulfilling experience. He talks about how it was a part of his childhood and how he hoped to afford the full experience someday.

Chapter
The Design of Commander Keen
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast
Tom Hall was the main creative mind behind the design and backstory of Commander Keen, featuring a mad scientist little kid building a rocket ship and visiting alien worlds.
2:02:18 - 2:05:02 (02:44)
listen on SpotifyListen on Youtube
Video Game Design
Summary

Tom Hall was the main creative mind behind the design and backstory of Commander Keen, featuring a mad scientist little kid building a rocket ship and visiting alien worlds. The design for id Software was about creating a fun game to play, despite the challenges of using work computers to build their new company.

Chapter
The Design of Commander Keen
Episode
#309 – John Carmack: Doom, Quake, VR, AGI, Programming, Video Games, and Rockets
Podcast
Lex Fridman Podcast