In 2013, he resigned from id Software to work full-time at Oculus VR as their CTO. In 2019, he reduced his role to Consulting CTO so he could allocate more time toward artificial general intelligence (AGI).[3] In 2022, he left Oculus to work on his AGI startup, Keen Technologies.[6]
As reported in David Kushner's Masters of Doom, when Carmack was 14, he broke into a school with other children to steal Apple II computers. To gain entry to the building, Carmack concocted a sticky substance of thermite mixed with Vaseline that melted through the windows. However, an overweight accomplice struggled to get through the hole and instead opened the window, setting off a silent alarm and alerting police. Carmack was arrested and sent for psychiatric evaluation. He was sentenced to a year in a juvenile home.[9][10] He attended the University of Missouri–Kansas City for two semesters before withdrawing to work as a freelance programmer.[11]
Career
Softdisk, a computer company in Shreveport, Louisiana, hired Carmack to work on Softdisk G-S (an Apple IIGS publication), introducing him to John Romero and other future key members of id Software such as Adrian Carmack (no relation). Later, Softdisk would place this team in charge of a new, but short-lived, bi-monthly game subscription product called Gamer's Edge for the IBM PC (DOS) platform. In 1990, while still at Softdisk, Carmack, Romero, and others created the first of the Commander Keen games, a series that was published by Apogee Software, under the shareware distribution model, from 1991 onwards.[12] Afterwards, Carmack left Softdisk to co-found id Software.[13]
Carmack's engines have also been licensed for use in other influential first-person shooters such as Half-Life, Call of Duty and Medal of Honor. In 2007, when Carmack was on vacation with his wife, he ended up playing some games on his cellphone, and decided he was going to make a "good" mobile game.[18][19]
On August 7, 2013, Carmack joined Oculus VR as their CTO.[20] On November 22, 2013, he resigned from id Software to work full-time at Oculus VR.[2][21] Carmack's reason for leaving was that id's parent company ZeniMax Media did not want to support Oculus Rift.[22] Carmack's role at both companies later became central to a ZeniMax lawsuit against Oculus' parent company, Facebook, claiming that Oculus stole ZeniMax's virtual reality intellectual property.[23][24][25] The trial jury absolved Carmack of liability, though Oculus and other corporate officers were held liable for trademark, copyright, and contract violations.[26]
In February 2017, Carmack sued ZeniMax, claiming the company had refused to pay him the remaining $22.5 million (~$27.5 million in 2023) owed to him from their purchase of id Software.[27] In October 2018, Carmack stated that he and ZeniMax had reached an agreement and that "Zenimax has fully satisfied their obligations to me", ending the suit.[28]
On November 13, 2019, Carmack stepped down from the Oculus CTO role to become a "Consulting CTO" in order to allocate more time to his work on artificial general intelligence (AGI).[3] On August 19, 2022, Carmack announced that he has raised $20M for Keen Technologies, his new AGI company.[29] On December 16, 2022, Carmack left Oculus to focus on Keen.[6]
Carmack has maintained a sixty-hour work week, working a 10-hour day, six days a week, throughout his career.[30] He has spoken publicly about the importance of long hours of uninterrupted focus in his work. Not only does high intensity allow him to make progress more quickly, but long hours are also critical to maintaining a focused mindset over time. Despite working such a demanding schedule, he has never experienced burnout.[30]
Carmack is also known for taking week-long programming retreats. These retreats involve a solitary, uninterrupted period away from his normal routine often sequestered in a random city and hotel.[31] The goal of these retreats is to allow Carmack to operate at full cognitive capacity, tackling a specific, difficult problem or learning a new skill.[32] The solitude and physical isolation of these retreats offer the perfect environment for deep focus and reflection, making them an essential part of Carmack's creative process.
Carmack was vocal about his frustration with the bureaucratic inefficiencies he encountered during his time at Meta.[33] In his departure memo, he stated, "We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort," he wrote. "I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it."[34]
Carmack subscribes to the philosophy that small, incremental steps are the fastest route to meaningful and disruptive innovation.[30] He compares this approach to the "magic of gradient descent" where small steps using local information result in the best outcomes. According to Carmack, this principle is proven by his own experience, and he has observed this in many of the smartest people in the world. He states, "Little tiny steps using local information winds up leading to all the best answers."[30]
Around 2000, Carmack became interested in rocketry, a hobby of his youth. Reviewing how much money he was spending on customizing Ferraris,[citation needed] he began by giving financial support to a few local amateur engineers. Carmack funded the company, called Armadillo Aerospace, out of his own pocket, for "something north of a million dollars a year."[35] The company of hobbyists made steady progress toward their goals of suborbital space flight and eventual orbital vehicles. In October 2008, Armadillo Aerospace competed in a NASA contest known as the Lunar Lander Challenge, winning first place in the Level 1 competition along with $350,000 (~$486,412 in 2023).[36] In September 2009, they completed Level 2 and were awarded $500,000 (~$690,323 in 2023).[37][38][39] The company went into "hibernation mode" in 2013.[35]
According to Carmack, the work in the Aerospace industry is "simple" compared to the work he does in video games.[40]
Open-source software
Carmack is an advocate of open-source software, and has repeatedly voiced his opposition to software patents, equating them to robbery.[41] He has also contributed to open-source projects, such as starting the initial port of the X Window System to Mac OS X Server and working to improve the OpenGL drivers for Linux through the Utah GLX project.[42]
Carmack released the source code for Wolfenstein 3D in 1995 and the Doom source code in 1997, first under a custom license and then under the GNU General Public License (GPL) in 1999. When the source code to Quake was leaked and circulated among the Quake community underground in 1997 after licensee Crack dot Com was hacked,[43] a programmer unaffiliated with id Software named Greg Alexander used it to port Quake to Linux using SVGALib. As this was more feature rich than Dave Taylor's earlier X11 port, he sent the patches to Carmack.[44] Instead of pursuing legal action, id Software used the patches as the foundation for a company-sanctioned Linux port maintained by new hire Zoid Kirsch, who later ported Quakeworld and Quake II to Linux as well.[45]
id Software has since publicly released the source code to Quake in 1999, Quake 2 in 2001, Quake 3 in 2005 and lastly Doom 3 in 2011 (and later the BFG Edition in 2012). The source code for Hovertank 3D and Catacomb 3D (as well as Carmack's earlier Catacomb) was released in June 2014 by Flat Rock Software with Carmack's blessing.[46][47] He has since expressed regret on using the copyleft GPL over the more permissiveBSD license.[48]
The release of id Tech 4 occurred despite patent concerns from Creative Labs over Carmack's reverse,[49] while the original Doom source release shipped without music due to complications with the Cygnus Studios developed DMX library (which lead to the Linuxversion being selected for release).[50] Carmack has since advised developers to be careful when utilizing middleware, noting how it can limit the possibilities of later releasing source code.[51]Tim Sweeney has implied this issue has hindered potential releases of older Unreal Engine source code.[52]
On the other hand, despite his technical admiration for the system,[53] Carmack has several times over the years voiced a sceptical opinion about Linux as a gaming platform.[54][55] In 2013, he argued for emulation as the "proper technical direction for gaming on Linux",[56] and in 2014 he voiced the opinion that Linux might be the biggest problem for the success of the Steam Machine.[57]
Carmack contributes to charities and gaming communities. Some of the recipients of Carmack's charitable contributions include his former high school, promoters of open-source software, opponents of software patents, and game enthusiasts.[58]
He met his now ex-wife Katherine Anna Kang, at the 1997 QuakeCon when she visited id's offices. As a bet, Kang challenged Carmack to sponsor the first all-female Quake tournament if she was able to produce a significant number of participants. Carmack predicted a maximum of 25 participants, but there were 1,500.[61] Carmack and Kang married on January 1, 2000, and planned a ceremony in Hawaii. Steve Jobs requested that they would postpone the ceremony so Carmack could attend the MacWorld Expo on January 5, 2000. Carmack declined and suggested making a video instead.[62] Carmack and Kang had a son Christopher Ryan in August 2004.[63] Their second son was born in November 2009.
Carmack is divorced as of 2022. On May 26, 2022, he announced his divorce and how he met his partner Trista through the VR Beat Saber games he would host via Twitter.[64]
As a game developer, Carmack differed from many of his contemporaries by avoiding commitment to a final release date for any game he was developing. Instead, when asked for a release date on a new game, Carmack would usually reply that the game would be released "when it's done".[65] Employees at Apogee, in their past years the publishers of games by id Software, adopted this business practice as well.[66] In 2019, as a guest on The Joe Rogan Experience, Carmack stated that his beliefs have changed over time: "I largely recant from that now." On Rage's 6-year development time he says: "I think we should have done whatever it would have taken to ship it 2 years earlier". Carmack also reflected on the internal development of Quake in this regard and described it as "traumatic" and says id Software could have split the game into two parts and shipped it earlier.[67]
Carmack has a blog last updated in 2006 (previously a .plan, which could be accessed by making a finger request for johnc@idsoftware.com[68]), an active Twitter account, and also occasionally posts comments to Slashdot.[9]
During his time at id Software, a medium pepperoni pizza would arrive for Carmack from Domino's Pizza almost every day, carried by the same delivery person for more than 15 years. Carmack had been such a regular customer that they continued to charge him 1995 prices.[73]
The fourth person to be inducted, an honor bestowed upon those who have made revolutionary and innovative achievements in the video and computer game industry.
Carmack and id Software were awarded with two Emmy Awards. The first was Science, Engineering & Technology for Broadcast Television, which includes broadcast, cable and satellite distribution. The second was for Science, Engineering and Technology for Broadband and Personal Television, encompassing interactive television, gaming technology, and for the first time, the Internet, cell phones, private networks, and personal media players. id Software is the first independent game developer to be awarded an Emmy since the Academy began honoring technology innovation in 1948.[80]
Honoured with the Academy's highest honour, the Fellowship for "work that has consistently been at the cutting edge of games and his technical expertise helping the future arrive that little bit faster".[86]
^Carmack, John (July 5, 2021). "@ID_AA_Carmack". Twitter. Retrieved February 27, 2023. The recent discussions around copilot are a good opportunity to say this: I wish I could have licensed the Id source code releases as BSD. The GPL virality wound up being a net negative, and more value would have come from BSD. My partners would never have gone for it, though... I touched on that recently with the comment about open source culture and game dev; the best aspects of GPL work didn't manifest, but tons of opportunities to just copy-paste-modify were lost due to license concerns. It is possible that some of the source ports wouldn't have been as open, but I'm pretty sure there would have been more total users of the code, likely making the amount shared in the open still greater. I'm still supportive of lots of GPL work, but I don't think the restrictions helped in this particular case.
^Carmack, John (March 18, 1997). "Operating systems". John Carmack's .plan. Retrieved February 19, 2023. I consider linux the second most important platform after win32 for id. From a biz standpoint it would be ludicrous to place it even on par with mac or os/2, but for our types of games that are designed to be hacked, linux has a big plus: the highest hacker to user ratio of any os. I don't personally develop on linux, because I do my unixy things with NEXTSTEP, but I have a lot of technical respect for it.
^Chalk, Andy (February 6, 2013). "John Carmack Argues Against Native Linux Games". The Escapist. Archived from the original on January 13, 2014. Retrieved September 29, 2013. He reiterated his support for improving emulation as the "proper technical direction for gaming on Linux," noting that native ports don't do much that a good emulator wouldn't be able to handle.
^Carmack, John. "Facebook". Facebook. Retrieved March 18, 2020.
^Carmack, John (August 16, 2004). "Rebuilding, New team member". Armadillo Aerospace News Archive. Archived from the original on August 17, 2004. Retrieved September 30, 2023.
^"Having a reasonable grounding in statistics and probability and no belief in luck, fate, karma, or god(s), the only casino game that interests me is blackjack," he wrote in a .plan file." — John Carmack, David Kushner, as quoted in Masters of Doom: How two guys created an Empire and transformed pop culture (2003).
^Contact Brian Ashcraft: Comment (January 8, 2008). "2008 Tech Emmy Winners". Kotaku.com. Archived from the original on May 25, 2012. Retrieved November 27, 2012.