Art Data Interactive

Art Data Interactive was an American video game developer and publisher founded in 1993, associated with its 3DO port of Doom, which was met with negative reception.

[1] Scott had acted as Vice President of Sales at ABC International, a distributor of video games, and raised capital for his own development company.

[2] Prior to and during development of Doom, Art Data Interactive made several statements to gaming publications that the 3DO port would contain additional features to its counterparts on other platforms.

[8] Art Data Interactive appeared at the Consumer Electronics Show in January 1995 to promote the release of Doom,[8] reportedly displaying full-motion video footage shot for the game.

[10] False expectations by Art Data Interactive on the ease of porting a game to the 3DO led to significant constraints on the development timeframe, with most work by Heineman being dedicated to completely rewriting the rendering engine to be compatible with the hardware of the 3DO.

In 1995, Art Data Interactive shot full-motion video sequences intended as cutscenes for Doom before development on the port had started.

[12] Heineman stated "(Randy Scott) actually thought that green screen cut scenes could just be dropped in...and it would magically composite...I told him I could not use any footage, and ignored him and shipped what I had".

By July 1995, The 3DO Company had made serious inquiries as to the status of Doom pending arrangements to secure a due date for a production run, anticipating the promised Christmas 1995 release.

[13] Heineman estimates the entire development for Doom was completed in ten weeks between August 1995 and release of the master copy for quality assurance testing by The 3DO Company by November.

[13] Further changes were made to the level maps to alter or remove elements, such as objects and items, to entire rooms, to improve the rendering load on the game.

Because Heineman had insufficient time to write a new audio driver for the game's music, she sent recordings of the tracks from the Jaguar version's soundtrack to Scott, who had prior experience as a musician and producer.

[17] Ed Lomas for Computer and Video Games stated "the 3DO version doesn't impress", citing the "jerky graphics and slow movement (which) ruin it totally".

Art Data Interactive hired an extensive crew for the sequences, contracting screenwriter Paul Cooper in his first and only directorial role to write and direct scenes.

Art Data Interactive also made representations that the cut footage for Chess Wars would be released as a standalone DVD, although this never occurred.

[27] In an April 1995 interview with the editor of 3DO Magazine, Randy Scott announced Art Data Interactive was undertaking work on several projects: Alien Seed and Bounty Hunter.

[2] Alien Seed was advertised as a game with "real time-rendering" and a "revolutionary new polygon intensive extravaganza" planned for the Panasonic M2, although never previewed or released.

Photograph of production of full-motion video for Doom in Art Data Interactive offices
Screenshot of gameplay from the 3DO port of Doom
Screenshot of gameplay from Chess Wars