Before the successful Doom 2016 reboot, there was another cancelled version, nicknamed by fans as Doom 4 1.0. What happened? We have to go back to the origins of Doom. Primordial blood lust and volatile gameplay is inherent and integral to not only the first-person shooter genre but more so to its founding father, Doom. Id Software pushed the boundaries of social and cultural interactions around the world through its unadulterated bastion of pure ecstasy. People from all around the world reveled in Doom’s insatiably addictive gameplay, so much so that businesses and schools had to outright ban playing the game due to loss in productivity and waning attention spans. Fast-paced visceral gameplay became the foundation of this newly created first-person shooter; along with bleeding edge technical achievements in graphics, Doom became the household standard of what videogames could and should be.
However, change is inevitable and becoming obstinate and ignorant to this fact of life will only result in being superseded by those who embrace change. Id software understood this completely more so it’s co-founder, John Carmack, who championed the idea of the never-ending iteration and advancement of his game engines. It is through his undying dedication to creating perfection that we have such staples in videogames like the Doom and Quake franchises.

The fourth chapter in the Doom series had a long and troubled development, it was planned by Id at least since 2007 as mentioned by Carmack at QuakeCon of the same year:
“There will be a Doom 4, we don’t have it scheduled or a team assigned to it, but there will be a Doom 4. There’s going to be a Quake Arena sequel. There’s a Wolfenstein thing in production. We’re following along with all those. This game doesn’t have to be Doom. It’s going to be something different.”
Doom 4 was mentioned again in August 2011 in a Gamasutra interview:
“It’s still arguable, because in the Doom 4 project, we decided the multiplayer is 60 frames per second, but the single player is 30 frames per second, so you can have twice as many demons coming at you. They’re valid decisions to go each way, but I am proud of the fact that we were able to push Rage through at that field.”
In August of 2013, John Carmack joined the Oculus VR team while still working for the then ZeniMax owned Id Software. At the time of the acquisition John Carmack revealed in the same Gamasutra interview that:
“If anything, since the ZeniMax acquisition, it’s been great. I don’t even have to pretend to be an executive anymore. I don’t have to go to board meetings. I don’t have to do anything! I can just sit in my office and work. My core is defined as being an engineer. I take resources and a goal, and I try and put them to the best use to get us there. That’s what I do. I don’t want to be doing anything else.”

However, Carmack later resigned a month later revealing that Id’s parent company ZeniMax Media, wouldn’t agree to let games he was working on appear on the Oculus Rift. In an interview with Eurogamer John Carmack further explained that:
“I would have been content probably staying there working with the people and technology that I know and the work we were doing,” he said. “But they couldn’t come together on that which made me really sad. It was just unfortunate. When it became clear that I wasn’t going to have the opportunity to do any work on VR while at id Software, I decided to not renew my contract.”
Before his departure Carmack, who was on the precipice of releasing Rage – his company’s foray into the open word first-person shooter genre – revealed to Gamasutra some interesting tidbits when asked a question pertaining to the number of programmers working on Rage and Doom 4:
“It’s like 15 or 18 on Rage. Which is a large team. Actually, one of the things that I’ve been spending a lot of time [with] recently is static code analysis of everything. It’s interesting when you’ve got a multi-million line code base with 15 to 20 programmers, plus another dozen on the Doom 4 project. They’re all kind of working on the same code base.”
This insight into the company’s plans gave hope that the newest iteration of Doom could be an evolution in open-world first-person shooters and usher in the founding father of first-person shooters into its rightful throne once again.

After “Rage” was released in late 2011 and up until the release of “Doom” (2016) Id software had seemed to be uncharacteristically dormant. Years passed and no news or updates surfaced until April of 2013 when Kotaku published an article revealing the trials and tribulations that the Doom 4 project had gone through. Jason Schreler of Kotaku reported that:
“We’ve also learned that in late 2011, after working on Doom 4 for three years, the studio behind the legendary series decided to reboot their newest game completely. Bethesda confirmed this to Kotaku yesterday.
“An earlier version of Doom 4 did not exhibit the quality and excitement that Id and Bethesda intend to deliver and that Doom fans worldwide expect,” Bethesda’s vice president of marketing and public relations Pete Hines said in a statement to Kotaku. “As a result, Id refocused its efforts on a new version of Doom 4 that promises to meet the very high expectations everyone has for this game and this franchise. When we’re ready to talk about the Doom 4 Id is making, we will let folks know.””
Schreler talked to four people with connections to the Id Software-developed game, “and they’ve described a studio plagued by mismanagement and lack of communication that has frustrated staff both at Id and Id’s parent company, ZeniMax.” Originally Doom 4 was slated as as some kind of Doom 2 “reboot” and would continue in Doom 3’s footsteps as a rework of Id software’s original Doom titles.

In February 2012, 170 images from the Doom 4 prototype leaked onto the internet. The images are from various points in development, showing some unfinished environments, concepts, and character models. The environments appear to be mainly open urban areas, with a large scale “hell on earth” scenario.
iD design director Matthew Hooper responded to the leak on Twitter:
“Those images have nothing to do with what you’re gonna see in Doom 4. When we officially show things you’ll see awesome.”
You can see more in the gallery below.
In this iteration of Doom 4, the player would take the role of an average human who would be recruited into a makeshift unit of resistance fighters who would ban together to fight the ferocious hordes of demons that were attempting to take over Earth. “People referenced Call of Duty,” said the source:
“There were jokes like, ‘Oh, it’s Call of Doom.’ They referenced it because of the amount it was scripted – there were a lot of scripted set pieces. There was kind of the recognition that in order to be a big shooter these days, you have to have some amount of the big, bombastic movie experience that people get pulled through.”

Id software spent a large amount of time incorporating Doom assets into the IdTech 5 engine, the same engine “Rage” was built upon and took a step back in Id’s stapled innovation ideology deciding not to create an entirely new engine for Doom 4. Schreler’s sources described Id as:
“a company full of talent but lacking direction. Politics and mismanagement at the top of the studio had trickled down and negatively impacted all of their projects, so many people at Id were psyched about the reboot, even if it meant changing or discarding the work they’d done.”
Another one of Schreler’s sources commented that, “Most of [Id’s] top talent has left or been fired,” with a third source saying that, “I know that people were leaving steadily through last year.” Sources of Schreler continued to comment saying that., “[Id was] never even close to a shipped product,” said a source. “A half dozen mediocre levels was the most [Id] had to show.” And that, “It’s not going well,” said another source. “Poor management, poor organization… [Id] just couldn’t nail down design… It’s just a mess.”
In 2015 another article on Polygon confirmed that Bethesda scrapped Doom 4 because it felt like Call of Duty ‘with a Doom skin on it’:
“We weren’t happy with the game that was being made,” he said of the decision to kill the project. “We decided that it wasn’t Doom enough and needed to be thrown out and started over. Some folks left and some faces changed at the studio. Out of that change – which was not easy for those guys to go through – some amazing things happened.”
“You can probably close your eyes and imagine a ‘Call of Doom’ or a ‘BattleDoom’ game, where it starts to feel way too much like: ‘Wait, this doesn’t feel like Doom, it feels like we’re playing some other franchise with a Doom skin on it,'” he said.”
As written in a detailed retrospective on the faield Doom 4 project by Andrea Ritsu:
“Doom 4 was set during a hell invasion on Earth, much like Doom II: Hell on Earth was. The world was designed to look very much like a realistic modern day setting that was being ripped apart. Giant red portals in the sky was seemingly how the demons would arrive, causing storms of dust and fire. Hellish growth would start taking over Earth, much like in Doom 3’s Mars Base.
In the story, you would play a civilian trapped in hell’s invasion on Earth. The stand against the demons was not a marine corps, but rather a resistance force the player became a part of.”
The Doom 4 project was unceremoniously transformed from a promising evolution of the open-world first-person shooter genre to a downtrodden quagmire of mismanaged and misappropriated expectations. Zenimax’s acquisition of Id lead to a period of internal strife and flux in the company, like any acquisition the process of reorganization is a delicate and messy process.
Thanks to a video documentary published by NoClip in December 2016, we finally learn much more on the original Doom 4 development, and were able to look at some prototype footage:
Some gameplay details unveiled in this documentary were summarized on the Doom Wiki:
“Rather than re-imagining the fast-paced gameplay of the original games, Doom 4 was to take a cinematic and linear approach driven by a war-drama-like plot featuring two-way dialogue between the player and characters […] One element which survived, in a transformed state, was a unique system for “sync melee” combat, wherein the player would be attached to an enemy to carry out animated close-up attacks culminating in a fatal final blow.”
In the end we, the gamers, have been treated to some of the best reiterations of the first-person shooter genre we could ever imagine in “Wolfenstein: The New Order” and “Doom” (2016) and should look at the Doom 4 project as a needed exploration into the dredges of the genre to truly appreciate the hard work and dedication of Zenimax, Bethesda, and Id in their efforts in hearkening back to the pure unadulterated ecstasy that is Doom.
Thanks to Gil B. for the contribution!
First version’s videos:
“Chainsaw prototype” footage originally provided by Animator Rodriguez Love
“Combat Preview” video originally provided by Animation Director Eric Webb
Non-Playable Resistance fighters’ animations video originally provided by Eric Webb
Video showing various Non-Playable Characters and possessed Resistance fighters’ animations. Video originally provided by Keyframe Creature Animator Paul Belmore
Possessed Resistance fighters’ animations video originally provided by Paul Belmore
Bug monster’s animations video originally provided by Paul Belmore
Motion Capture “Augustus” Head video by Janimation Inc. Senior Creative Director Gregor Punchatz
“Lava monster/Baron of Hell” cinematic prototype video originally provided by Paul Belmore
Lava monster’s animations video originally provided by Paul Belmore
Combiner’s animations video originally provided by Paul Belmore
“Soul swallower” cinematic prototype video orignally provided by Paul Belmore
Environment hell corruption’s video originally provided by Paul Belmore
“Tick” demons’ animations video originally provided by Paul Belmore
Official DOOM 4′ soundtrack by Mick Gordon
Second version’s videos:
Trailer originally provided by Video Editor/Media Artist Danny Keys
“Combat Preview” video originally provided by Animator Brian Kowalczyk
Hellified Soldier’s animations videos originally provided by Paul Belmore
Possessed Chaingunner’s animations by Paul Belmore
Wounded Imp’s animations by Paul Belmore
Spider Mastermind’s animations prototype by Technical Animator Mikkel Caiafa
2008 – 2009 images:
- Hellish New York cityscape by Nicholas Bell
- Early devastated New York screenshot by Thao Le
- Early devastated New York screenshot by Thao Le
- 3D asset by Patrick Thomas
- Pinky concept art by Wayne Barlowe
- Pinky concept art by Wayne Barlowe
- Pinky concept art by Wayne Barlowe
- Hellhound concept art by Wayne Barlowe
- Possessed human by Kenneth Scott
- Possessed human head 3D render by Patrick Thomas
- 3D assets by Patrick Thomas
- Demon painting by Kenneth Scott
- Imp digital paitings by Kenneth Scott
- Hell Knight by Kenneth Scott
- Hell Knight by Kenneth Scott
2011 images:
- Storyboards by Mark Bristol
- Storyboard by Mark Bristol
- Storyboard by Mark Bristol
- Storyboard by Mark Bristol
- Storyboard by Mark Bristol
- Resistance soldier concept art by Steve Burg
- Resistance soldier 3D render by Nicolas Collings
- Resistance soldier 3D render by Nicolas Collings
- Resistance soldier 3D render by Nicolas Collings
- Resistance soldier 3D render by Nicolas Collings
- Resistance soldier 3D render by Nicolas Collings
- Augustus CGI head from Janimation
- Augustus clothing by Cris Fudge
- Augustus head 3D render by Mathieu Aerni
- Augustus from Blur Studio’s cinematics
- Augustus 3D render by Lee Imes
- Augustus 3D render by Lee Imes
- Augustus 3D render by Lee Imes
- Villa 3D render by Lee Imes
- Villa 3D render by Lee Imes
- Villa 3D render by Lee Imes
- Ancira 3D render by Lee Imes
- Ancira 3D render by Lee Imes
- Ancira 3D render by Lee Imes
- Ancira 3D render by Lee Imes
- Ancira 3D render by Lee Imes
- Bradley’s head low poly 3D render by Lee Imes
- Bradley’s head 3D render by James Ku
- Bradley’s head 3D render by James Ku
- Bradley’s head 3D render by James Ku
- Bradley 3D render by James Ku
- Bradley 3D render by James Ku
- Bradley 3D render by James Ku
- Stove 3D render by Lee Imes
- Stove 3D render by Lee Imes
- Stove 3D render by Lee Imes
- Stove 3D render by Lee Imes
- Stove 3D render by Lee Imes
- UAC soldier 3D render by Joel Byington
- UAC soldier 3D render by Joel Byington
- Holmes 3D render by Lee Imes
- Non-Playable Characters hands by Lee Imes
- Unknown girl 3D render by Lee Imes
- Unknown girl 3D render by Lee Imes
- Unknown girl 3D render by Lee Imes
- Unknown girl 3D render by Lee Imes
- Monsters concept studies by Christian A. Piccolo
- Possessed human concept art by Steve Burg
- Demon concept art by Benjamin Olson
- Wraith concept art by Eliott Lilly
- Revenant concept art by Eliott Lilly
- Lost souls concept art by Brett Briley
- Lost souls concept art by Brett Briley
- Lost souls by Brett Briley
- Lost souls by Brett Briley
- Lost soul 3D render by Brett Briley
- Cacodemon 3D render by Brett Briley
- Cacodemon 3D render by Brett Briley
- First-Person player hand by Lee Imes
- Chainsaw by Mark Van Haitsma
- Chainsaw by Mark Van Haitsma
- Chainsaw by Mark Van Haitsma
- Double barreled shotgun by Mark Van Haitsma
- Double barreled shotgun by Mark Van Haitsma
- Double barreled shotgun by Mark Van Haitsma
- Grenade asset by Bradley W. Lewis
- Watch asset by Bradley W. Lewis
- Grenade launcher by Mark Van Haitsma
- Grenade launcher by Mark Van Haitsma
- Grenade launcher by Mark Van Haitsma
- Proximity mine 3D render
- Concept arts by Christian A. Piccolo
- Concept arts by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Flooded streets concept art by Matthew Burke
- Comand unit concept art by Eliott Lilly
- Checkpoint concept art by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Concept arts by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Concept art by Christian A. Piccolo
- Hell concept art by Christian A. Piccolo
- UAC underwater facility concept art by Matthew Burke
- UAC hologram projector concept art by Matthew Burke
- Event room concept art by Matthew Burke
- UAC satelites concept art by Eliott Lilly
- UAC space station concept art by Matthew Burke
- UAC command center concept art by Matthew Burke
- UAC reactor room concept art by Matthew Burke
- Escape pod bay concept art by Matthew Burke
- Escape pod by Thao Le
- Escape pod by Thao Le
- Escape pod by Thao Le
- 3D asset provided by Thao Le
- 3D asset provided by Thao Le
- Escape pod by Thao Le
- Escape pod by Thao Le
- Destroyed buildings by Thao Le
- Destroyed buildings by Thao Le
- Building 3D render by Keith Burlison
- Columns 3D render by Keith Burlison
- Ornated entrance 3D asset by Thao Le
- Storefronts 3D render by Keith Burlison
- Reception desk 3D render by Keith Burlison
- Ceiling light 3D render by Keith Burlison
- Door 3D render by Keith Burlison
- Briefcase 3D render by Keith Burlison
- Sky bridge 3D render by Keith Burlison
- Food cart 3D render by Keith Burlison
- Street kiosk 3D render by Keith Burlison
- Info booth 3D render by Keith Burlison
- Newspaper vending machine 3D render by Keith Burlison
- Fence 3D render by Keith Burlison
- Restaurant booth 3D render by Keith Burlison
- Espresso machine 3D render by Keith Burlison
- Coffee maker 3D render by Keith Burlison
- Pots and pans 3D render by Keith Burlison
- Gas grill 3D render by Keith Burlison
- Hibachi grill 3D render by Keith Burlison
- Lights 3D render by Keith Burlison
- Chair 3D render by Keith Burlison
- Box fridge 3D render by Keith Burlison
- Shopping cart 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Shoes 3D render by Keith Burlison
- Broken pictures 3D render by Keith Burlison
- Radio 3D render by Keith Burlison
- Garden tools 3D render by Keith Burlison
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- Bike 3D render by Keith Burlison
- Rocking horse 3D render by Keith Burlison
- Big wheel bike 3D render by Keith Burlison
- Spaceheater 3D render by Keith Burlison
- Gas meter 3D render by Keith Burlison
- Powerbox 3D render by Keith Burlison
- Powerbox 3D render by Keith Burlison
- Ceiling 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Josh Ball
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Josh Ball
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Fence 3D render by Keith Burlison
- Barrier 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Floodgate 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Josh Ball
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- Urban assault vehicle concept art by Matthew Burke
- Screenshot provided by Thao Le
- Apartment stank concept art by Matthew Burke
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Telephone pole 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Watertower 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Telephone pole 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Aircompressor 3D render by Keith Burlison
- Water filter 3D render by Keith Burlison
- Electric panel 3D render by Keith Burlison
- Powerpole 3D render by Keith Burlison
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Metal bridge 3D asset by Thao Le
- Screenshot provided by Thao Le
- Screenshot provided by Thao Le
- Hell street test map by Thao Le
- Hell street test map by Thao Le
- Hell street test map by Thao Le
- Hell street test map by Thao Le
- Skyboxes by Tim Wallace
- Grand Central Terminal 3D render by Tim Wallace
- Grand Central Terminal 3D render by Tim Wallace
- Grand Central Terminal 3D render by Tim Wallace
- Rail station concept art by Matthew Burke
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- Armoured Personnel Carrier concept art by Matthew Burke
- Ambulance concept art by Matthew Burke
- Medical cart 3D render by Keith Burlison
- Troop transport concept art by Matthew Burke
- Garbage truck 3D render by Ryan Verne
- Garbage truck 3D render by Ryan Verne
- Garbage truck 3D render by Ryan Verne
- Garbage truck 3D render by Ryan Verne
- Smart car concept art by John Gravato
- Smart car concept art by John Gravato
- Smart car concept art by John Gravato
- Smart car concept art by John Gravato
- Smart car 3D render by Ryan Verne
- Smart car 3D render by Ryan Verne
- Concrete debris 3D asset by Thao Le
- Concrete debris 3D asset by Thao Le
- Concrete debris 3D asset by Thao Le
- Damaged sewer 3D asset by Thao Le
- Damaged sewer 3D asset by Thao Le
- Damaged sewer 3D asset by Thao Le
- Sewer 3D asset by Thao Le
- Sewer 3D asset by Thao Le
- Destroyed building 3D asset by Thao Le
- Destroyed building 3D asset by Thao Le
- Destroyed building 3D asset by Thao Le
- Destroyed building 3D asset by Thao Le
- Damaged floor 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Hellish nest 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Ornate balcony 3D asset by Thao Le
- Sidewalk 3D asset by Thao Le
- Sidewalk 3D asset by Thao Le
- Sidewalk 3D asset by Thao Le
- Sidewalk 3D asset by Thao Le
- Damaged walkway 3D asset by Thao Le
- Damaged walkway 3D asset by Thao Le
- Damaged walkway 3D asset by Thao Le
- Damaged concrete 3D asset by Thao Le
- Arch window 3D asset by Thao Le
- Old wooden window 3D asset by Thao Le
- Metal bridge 3D asset by Thao Le
- Wooden ramp 3D asset by Thao Le
- Wooden stairs 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Wooden catwalk 3D asset by Thao Le
- Rotten wooden pole 3D asset by Thao Le
- Wooden poles 3D asset by Thao Le
- Wooden hut 3D asset by Thao Le
- Wooden hut 3D asset by Thao Le
- Balcony concrete 3D asset by Thao Le
- Balcony concrete 3D asset by Thao Le
- Balcony concrete 3D asset by Thao Le
- Broken brickwall 3D asset by Thao Le
- Broken arch 3D asset by Thao Le
- Broken column concrete 3D asset by Thao Le
- Broken column concrete 3D asset by Thao Le
- Broken column concrete 3D asset by Thao Le
- Broken column concrete 3D asset by Thao Le
- Broken column concrete 3D asset by Thao Le
- Ornate column 3D asset by Thao Le
- Building 3D asset by Thao Le
- Building 3D asset by Thao Le
- Building 3D asset by Thao Le
- Building 3D asset by Thao Le
- Building 3D asset by Thao Le
- Building facade 3D asset by Thao Le
- Burned building 3D asset by Thao Le
- Burned building 3D asset by Thao Le
- Damaged building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D render by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Damaged concrete 3D asset by Thao Le
- Concrete debris 3D asset by Thao Le
- Concrete debris 3D asset by Thao Le
- Concrete debris 3D asset by Thao Le
- Oxygen Tank by Josh Coons
- Propane tank by Josh Coons
- Jerry can by Josh Coons
- Stepladder by Josh Coons
- Floodlight by Josh Coons
- Pallet by Josh Coons
- Terminals concept art by Eliott Lilly
- Command console by Josh Coons
- Command console by Josh Coons
- Control console by Gregg Stangl
- Crates by Josh Coons
- Medpack by Josh Coons
- Welder by Josh Coons
- Machine pump by Josh Coons
- Greeble asset by Josh Coons
- Double door by Josh Coons
- Double door by Josh Coons
- Heavy industrial door by Gregg Stangl
- Heavy industrial door by Gregg Stangl
- Tech pillar by Josh Coons
- Tech pillar by Josh Coons
- Tech pannel by Josh Coons
- 3D asset by Tim Wallace
- Light by Josh Coons
- Light by Josh Coons
- Light by Josh Coons
- Light by Josh Coons
- Lights by Gregg Stangl
- Info kiosk by Gregg Stangl
- Light traffic 3D render by Keith Burlison
- Props concept art by Eliott Lilly
- Lightpole by Gregg Stangl
- Tables concept art by Eliott Lilly
- Air conditioner units concept art by Eliott Lilly
- Roadblock concept art by Eliott Lilly
- Barricade 3D render by Keith Burlison
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- 3D assets by Adrian Zamora
- Bookstand by Gregg Stangl
- Candelabras by Gregg Stangl
- Statue 3D render by Ryan Verne
- Statue 3D render by Ryan Verne
- Statue by Josh Coons
- Statue by Josh Coons
- 3D asset by Tim Wallace
- Cathedral 3D render by Tim Wallace
- Cathedral 3D render by Tim Wallace
- Cathedral 3D render by Tim Wallace
- Damaged round window 3D asset by Thao Le
- Concept art by Christian A. Piccolo
- Corpse by Josh Coons
- Corpse by Josh Coons
- Hell scar concept by Josh Coons
- Corpse pikes by Josh Coons
- Corpse pikes by Josh Coons
- Corpse pikes by Josh Coons
- Corpse pikes by Josh Coons
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- Flesh ladder 3D render by Tim Wallace
- Flesh wall 3D render by Tim Wallace
- Flesh wall 3D render by Tim Wallace
- Flesh wall 3D render by Tim Wallace
- 3D asset by Tim Wallace
- 3D asset by Tim Wallace
- Stairs 3D render by Keith Burlison
- Broken floor 3D render by Keith Burlison
- Workshop table 3D render by Keith Burlison
- Banners and table 3D render by Keith Burlison
- Basketball goal 3D render by Keith Burlison
- Softdrink machine 3D render by Keith Burlison
- Wooden cover 3D asset by Thao Le
- Central Park zoo ship rope 3D asset by Thao Le
- Central Park zoo ship pole 3D asset by Thao Le
- Central Park zoo ship pole 3D asset by Thao Le
- Central Park zoo ship pole 3D asset by Thao Le
- Central Park zoo logo 3D render by Keith Burlison
- Central Park zoo banners 3D render by Keith Burlison
- Hiking clip 3D render by Keith Burlison
- Rock 3D render by Keith Burlison
- Hellish lions entrance 3D asset by Thao Le
- Hellish wall units 3D render by Thao Le
- Hellish strings 3D render by Thao Le
- Wall bone 3D asset by Thao Le
- Hellish lions entrance 3D asset by Thao Le
- Destroyed building 3D render by Thao Le
- Destroyed building 3D render by Thao Le
- Destroyed building 3D render by Thao Le
- Destroyed building 3D asset by Thao Le
- Destroyed building 3D render by Thao Le
- Destroyed building 3D asset by Thao Le
- Destroyed building 3D asset by Thao Le
- Meat panels 3D asset by Thao Le
- Meat panels 3D assets by Thao Le
- hellish building 3D asset by Thao Le
- Destroyed building background by Thao Le
- Destroyed building background by Thao Le
- Destroyed building background by Thao Le
- Meat panels 3D assets by Thao Le
- Meat panels 3D assets by Thao Le
- Hellish horse statue 3D render by Thao Le
- Hellish horse statue 3D asset by Thao Le
- Hellish horse statue 3D asset by Thao Le
- Hellish kiosk 3D render by Thao Le
- Hellish kiosk 3D render by Thao Le
- Hellish kiosk 3D render by Thao Le
- Hellish kiosk 3D asset by Thao Le
- Hellish car 3D render by Thao Le
- Hellish corner 3D asset by Thao Le
- Hellish corner 3D asset by Thao Le
- Hellish corner 3D asset by Thao Le
- Hellish corner 3D render by Thao Le
- Hellish corner 3D render by Thao Le
- Hellish corner 3D render by Thao Le
- Hellish corners 3D render by Thao Le
- Hellish kiosk 3D asset by Thao Le
- Hellish car 3D render by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish car 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Statue 3D asset by Thao Le
- Statue 3D asset by Thao Le
- Statue 3D render by Thao Le
- Hellish towers 3D asset by Thao Le
- Statue 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Hellish towers 3D asset by Thao Le
- Hellish statue 3D asset by Thao Le
- Hellish statue 3D asset by Thao Le
- Hellish statue 3D asset by Thao Le
- Hellish statue 3D asset by Thao Le
- Hellish statue 3D asset by Thao Le
- Hellish statue 3D render by Thao Le
- Statue 3D asset by Thao Le
- Statue 3D asset by Thao Le
- Hellish streetlight 3D render by Thao Le
- Hellish bus 3D render by Thao Le
- Hellish bus 3D render by Thao Le
- Hellish bus 3D render by Thao Le
- Hellish bus 3D render by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish streetlight 3D asset by Thao Le
- Hellish streetlight 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish bus 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D render by Thao Le
- Pile of bones and meat 3D render by Thao Le
- Hellish building 3D asset by Thao Le
- Hellish building 3D render by Thao Le
- Bones 3D render by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Pile of bones and meat 3D asset by Thao Le
- Bone 3D render by Thao Le
- Bone 3D render by Thao Le
- Hellish column 3D asset by Thao Le
- Hellish columns 3D asset by Thao Le
- Hellish columns 3D asset by Thao Le
- Hellish column 3D render by Thao Le
- Hellish column 3D asset by Thao Le
- Hellish column 3D render by Thao Le
- Hellish column 3D asset by Thao Le
- Hellish columns 3D render by Thao Le
- Hellish arch 3D asset by Thao Le
- Hellish arch 3D asset by Thao Le
- Artificial rock tree 3D asset by Thao Le
- Artificial rock pile 3D asset by Thao Le
- Hellish arch 3D asset by Thao Le
- Hellish arch 3D asset by Thao Le
- Hellish arch 3D render by Thao Le
- Hellish arch 3D render by Thao Le
- Artificial rock wall 3D asset by Thao Le
- Broken cliff 3D asset by Thao Le
- Broken cliff 3D asset by Thao Le
- Broken cliff 3D render by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Rock cliff 3D asset by Thao Le
- Artificial rock tree 3D asset by Thao Le
- Artificial rock tree 3D asset by Thao Le
- Artificial rock tree 3D asset by Thao Le
2012 images:
- DOOM Guy concept art from Certain Affinity
- DOOM Guy from Certain Affinity
- DOOM Guy from Certain Affinity
- DOOM Guy from Certain Affinity
- DOOM Guy from Certain Affinity
- UAC soldier 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Chaingunner 3D render by Joel Byington
- Hellified soldier 3D render by Joel Byington
- Hellified soldier 3D render by Joel Byington
- Hellified soldier 3D render by Joel Byington
- Mancubus 3D render by Joel Byington
- Mancubus 3D render by Joel Byington
- Mancubus 3D render by Joel Byington
- Mancubus 3D render by Joel Byington
- Conjoined zombie low poly 3D model
- Space station environment test screenshot by Peter Respondek
- Space station environment test screenshot by Peter Respondek
- Space station environment test screenshot by Peter Respondek
- Space station environment test screenshot by Peter Respondek
- Handgun 3D render
- Handgun
- Assault rifle 3D render
- Scoped assault rifle 3D render
What do you think about this unseen game? Give your vote!
Would you like to add more info, screens or videos to this page? Add a comment below!
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picture 59 = Machete 3 ?
Nice, I thought they were fakes. But nice to see they are real. Now I want to see some current footage, screenshots or wahtever.
Wikipedia says Doom 4 is using the same id Tech 5 engine used in Rage, which would explain why these screenshots look like they came out of Rage. I really hope id gives us something new and fresh with Doom 4, and not just rush it out the door as a glorified Rage expansion pack. I remember when a new Doom game used to be a monumental event back in the day… not any more, sadly.
Unfortunately, none of this is relevant anymore as I heard they have restarted the project entirely, means thats another 4 years I bet.
Actually, Michael Finley, this still is relevant. This about what the beta was and Matthew Hooper said that “those images have nothing to do with what you’re gonna see in Doom 4. When we officially show things you’ll see awesome.” So yes this article is relevant and helps people who have looked at the progress or have never heard of Doom 4, to look at it. Thanks.