In mid-1991, programmer John Carmack experimented with making a fast 3D game engine by restricting the gameplay and viewpoint to a single plane, producing Hovertank 3D and Catacomb 3-D as prototypes.
After a design session prompted the company to shift from the family-friendly Keen to a more violent theme, programmer John Romero suggested remaking the 1981 stealth shooter Castle Wolfenstein as a fast-paced action game.
The game is broken up into levels, each of which is a flat plane divided into areas and rooms by a grid-based pattern of walls and doors, all of equal height.
Secret areas containing treasure, health refills, or ammunition can be found in hidden rooms revealed by activating certain wall tiles that slide back when triggered.
FormGen later developed two sequel episodes, "Return to Danger" and "Ultimate Challenge", each of which feature Blazkowicz as he fights through another Nazi base to recover the Spear of Destiny after it has been stolen again as part of a plot to build a nuclear weapon or summon demons.
[6][8] During 1991, he experimented with limiting the possible surfaces the computer needed to display, creating game levels with walls designed only on a flat grid rather than with arbitrary shapes or angles.
Id Software then used the engine for the April 1991 Softdisk game Hovertank 3D, in which the player drives a tank through a plane of colored walls and shoots nuclear monsters.
[1][6] In the fall of 1991, after the team—sans Wilbur—had relocated to Madison, Wisconsin, and he had largely finished the engine work for Commander Keen in Goodbye, Galaxy, Carmack decided to implement a feature from Ultima Underworld: The Stygian Abyss, a role-playing game in development by Blue Sky Productions.
[9] In November 1991, with the second Commander Keen trilogy of episodes nearing completion and their contractual obligations to Softdisk almost finished, id Software sat down to plan out their next major game.
Encouraged by the reception to his idea, Romero expounded on it by proposing a "loud" and "cool" fast action game where the player could shoot soldiers before dragging and looting their bodies.
[21][22] Romero in turn worked on building a game with the engine, removing elements of the initial design, like looting enemy bodies, that he felt interrupted the flow of fast gameplay.
[13] The sprites for the enemies and objects were hand drawn at eight different angles by Adrian Carmack using Electronic Arts's Deluxe Paint II.
[26] Romero later said in 2017 that making the levels was uninteresting compared to those from Commander Keen and had to prompt Hall to finish the maps with the promise of being able to buy himself a brand new car.
[14] As development continued, id Software hired their former Softdisk liaison Kevin Cloud as an assistant artist, and moved the company out to Mesquite, Texas, near where Apogee was located.
[33] Upon finding out that the team was able to create a level in a single day using the program, Miller convinced them to instead develop six episodes, which could be sold in different-sized packs.
[1][32] Around the same time, the team changed members and structure: id fired probationary president Mark Rein and brought back Jay Wilbur, who had stayed in Shreveport, to be both their CEO and business team; Bobby Prince moved into the office temporarily to record sound effects, while Adrian Carmack moved out of the office to get away from the noise.
[35][36][37] The publisher was concerned that the material would be controversial due to holy relics associated with World War II, but Romero felt it was similar to the Indiana Jones films.
Atari Corporation approved the conversion for publication and Carmack spent three weeks, assisted by Dave Taylor, improving the port's graphics and quality to what he later claimed was four times more detail than the DOS version.
[63][64] The Apple IIGS port was started in Fall 1994 by Vitesse with Heineman as the initial developer, with later graphics assistance by Ninjaforce Entertainment, but due to licensing problems with id it was not released until February 1998.
[68][76] Bethesda Softworks, whose parent company bought id Software in 2009, celebrated the 20th anniversary of Wolfenstein 3D's release by producing a free-to-play browser-based version of the game in 2012, though the website was removed a few years later.
Chris Lombardi of Computer Gaming World praised the "sparse [but] gorgeous", "frighteningly realistic", and "extremely violent" graphics, as well as the immersive sound and music.
[90] Wolfenstein twice received 5 out of 5 stars in Dragon in 1993; Hartley, Patricia, and Kirk Lesser termed it "definitely one of the best arcade games ever created for PC", highly praised the graphics and sound, and said that the "fast-paced action" could keep players enthralled for weeks if they were not concerned about the violence.
[98] Its review of the Macintosh version of the game was also mild, stating that "there isn't a staggering amount of freshness here, but the action is fast, deadly, and (surprise) addictive".
[99] Major Mike of GamePro commended the 3DO version's complete absence of pixelation, fast scaling, "rousing" music, and high quality sound effects, but criticized the controls as overly sensitive.
[102] A reviewer for Next Generation asserted that Wolfenstein 3D was "still as addictive as it ever was" but essentially agreed with Maximum, contending that anyone interested in first-person shooters would have either already played it on another platform or "moved on" to more advanced games in the genre.
[103] More modern reviews include one for the Xbox 360 port in 2009 by Ryan McCaffrey of Official Xbox Magazine, who heavily criticized it for non-existent enemy AI and bad level design and found it notably inferior to Doom, and one that same year by Daemon Hatfield of IGN, who gave the PlayStation Network release of the game a warm reception, saying that while it was "dated and flawed", it was "required playing for any first-person shooter fan".
After viewing Commander Keen and an early version of Wolfenstein 3D, CEO Ken Williams offered to buy id Software for US$2.5 million and turn it into an in-house development studio.
The court ruled that because video games drew younger audiences, "this could lead to them growing up with these symbols and insignias and thereby becoming used to them, which again could make them more vulnerable for ideological manipulation by national socialist ideas".
[123][124] Following this, the ban was reversed by the German government in August, having determined that the Wolfenstein 3D decision was outdated since the USK now included age ratings alongside other content warnings, and that video games should be considered as art under the social adequacy allowance.
[130] Although Wolfenstein 3D was not designed to be editable or modified, players developed character and level editors to create original alterations to the game's content.