Session

Forging DOOM: Software Craft in the Dark Ages

In the early 1990s, long before modern frameworks, engines, LLMs, and hardware acceleration - software was built under conditions that would feel hostile to today’s developers. Memory was scarce, CPUs were slow, and every abstraction carried a cost.

In 1993, id Software shipped DOOM, a revolutionary first-person shooter that pushed contemporary hardware to its limits. In this session you will learn how the team worked, how game development looked at that time, and we will explore the source code of DOOM to see the brilliant engineering tricks that made the game possible.

These solutions may look brutal by modern standards, but they reveal timeless lessons about simplicity, determinism, and software built to survive under strict constraints. This is not a story about nostalgia or game development - it is a study of software engineering as a craft, hammered into shape in an era before comfort, safety nets, or abstraction layers.

Martin Zikmund

Enthusiastic mobile + cloud developer, Microsoft Developer Technologies MVP, open-source contributor

Prague, Czechia

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