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Doom's Lead Artist Made Sprites by Hammering the Undo Key
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Doom's Lead Artist Made Sprites by Hammering the Undo Key

Adrian Carmack has opened up about the brutally primitive animation tools available in the early 1990s, and how he got Doom's iconic art done anyway.

By Mia Chen · Senior Editor: News & Hardware · July 23, 2026 3 min read

Making Monsters Without a Safety Net

Most people who have fired a shotgun at a zombie soldier in Doom probably never stopped to wonder how those chunky, eerily effective sprites got made. The short answer, according to the game’s lead artist, is: very carefully, and with a lot of backtracking.

As reported by PC Gamer, Doom lead artist Adrian Carmack has reflected on just how rough the animation toolset was during the early 1990s, when id Software was putting together one of the most influential shooters ever made. His description of the process is not exactly glamorous. He pretty much did the whole thing, he says, with the undo key.

That single detail says a lot. There was no robust pipeline, no modern node-based animation software, no version control to save you from a catastrophic mistake. You made a change, and if it looked wrong, you hit undo and tried again. Repeat that process across hundreds of frames of monster animation and weapon cycling, and you start to appreciate why the people who shipped Doom in 1993 have earned a certain legendary status in the industry.

The Craft Underneath the Carnage

It is easy to look back at Doom’s art now and see it through a nostalgic lens, appreciating the sprites in the way you might appreciate a folk painting. But Carmack and the rest of the id team were not making retro art. They were trying to make something frightening and fluid and technically functional under significant constraint, using tools that were not really designed for what they were attempting.

The early PC animation software of that era was built for a much more modest set of ambitions. Doom’s artists were pushing well past those limits, which meant improvising constantly. The undo-heavy workflow Carmack describes is less a quirk and more a survival strategy for working in an environment where mistakes were easy to make and hard to recover from any other way.

What makes this worth sitting with is how much the final product does not betray that struggle. The imp’s hunched walk, the pinky demon’s aggressive charge, the way a shotgun guy staggers when he takes a hit. These read clearly and feel right even now. That they were assembled through a process essentially built on trial and error makes them more impressive, not less.

A Window Into How Id Actually Worked

Stories like this one fill in the picture of id Software in its prime in ways that pure technical histories sometimes miss. John Carmack’s programming feats tend to dominate the narrative around Doom’s creation, and reasonably so. But the game’s visual identity, the thing that made it feel dangerous and alive, came from the art side of the house working in conditions that were genuinely difficult.

Adrian Carmack was not the only artist on the project, but as lead he was responsible for a substantial portion of what players actually saw. The monsters, the weapons, the environmental details that gave the UAC facility its particular brand of industrial dread. All of it built up, frame by frame, with primitive software and a well-worn keyboard shortcut standing in for any more sophisticated form of version control or workflow management.

There is something clarifying about hearing a veteran describe a foundational piece of gaming history in those terms. It strips away the mythology a little and replaces it with something more honest: a skilled person doing hard work with inadequate tools and somehow arriving at results that held up for decades. The undo key is not a very glamorous instrument. But apparently it was enough.

FAQ
Who was the lead artist on the original Doom?

According to PC Gamer's reporting, Adrian Carmack served as the lead artist on Doom and was responsible for much of the game's sprite and animation work.

What tools did Doom's artists use to create the game's animations?

As reported by PC Gamer, the early 1990s animation tools available to the Doom team were extremely primitive. Adrian Carmack has said he relied heavily on the undo key to work through the process of creating the game's art.

Why were game development tools so limited in the early 1990s?

The early PC software ecosystem for animation and game art was still in its infancy during that period. Artists working on games like Doom had very few dedicated tools and had to make do with whatever was available, often improvising their workflows as they went.