"I've had a lot of experience in these gallery spaces and it always felt like this vague form of superficial hell to me," Filippo Meozzi says, expressing his disdain for the pretentious atmosphere often found in art galleries.
"The idea that I thought [of was] Doom is, you know, you go to hell and you kill demons and part of going to a gallery opening is you're fighting the demonic nightmare of all of these people blowing smoke up everyone else's back end," Meozzi explains, connecting the game's themes to real gallery experiences.
"I approached Liam [Stone] - we've been making things together for the past few years... he was my other half in terms of making sure that this vision came to light and that the project was able to be in a state that we were all really happy with," Meozzi remarks on his collaboration with Stone in creating the project.
"We were gonna go with the engine regardless of what we ended up doing and that became Doom pretty [early] on," Stone recalls, detailing their decision-making process in developing the project.
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