John Carmack Quotes

Powerful John Carmack for Daily Growth

About John Carmack

John Carmack, born on August 8, 1970, in Lewiston, Utah, is an American computer programmer, video game developer, and entrepreneur who has significantly influenced the gaming industry with his groundbreaking work on 3D graphics technologies. Carmack's fascination with computers began at a young age. By the time he was 15, he had already written a PostScript interpreter and was selling it to Adobe Systems. In 1984, Carmack co-founded the software company SoftDisk, where he wrote utilities for the Commodore 64. In 1991, Carmack teamed up with John Romero to form id Software, best known for pioneering first-person shooter games such as "Commander Keen," "Doom," "Quake," and "Wolfenstein 3D." These games revolutionized the gaming industry by introducing networked multiplayer gaming, 3D graphics, and source code sharing. Carmack's work on the id Tech engines, particularly Quake Engine (id Tech 1) and Quake II engine (id Tech 2), laid the foundation for many modern video games. He is also renowned for his contributions to virtual reality, having worked on Oculus VR's Rift headset and its successor, the Oculus Quest. In 2013, Carmack left id Software to join Oculus VR, which was later acquired by Facebook. He served as the company's Chief Technology Officer until 2019 when he stepped back to focus on his work in space propulsion with his company, Armadillo Aerospace. Throughout his career, Carmack has been recognized for his contributions to the field of computer graphics. He was inducted into the Game Developers Choice Awards Hall of Fame in 2013 and won a Technical Academy Award from the Academy of Motion Picture Arts and Sciences in 2017.

Interpretations of Popular Quotes

"The easy code isn't wrong; it's just not as interesting."

This quote by John Carmack emphasizes that simplicity or ease in coding is not a measure of error or incorrectness, but rather a lack of challenge or complexity. In other words, coding that is straightforward and uncomplicated may not be as engaging or rewarding for developers because it doesn't push the boundaries of their skillset or creativity. This quote encourages coders to seek out challenges, explore complex problems, and aim for solutions that are both functional and intellectually stimulating.


"Games aren't won on paper; they're won in software."

This quote by John Carmack emphasizes that the true potential of a game lies not in its design documents or conceptualization, but rather in its execution - specifically, in the software code that brings the game to life. A great idea on paper can only become a successful game through high-quality programming and implementation.


"If you want to make an easily portable game engine, don't try to write it first."

This quote emphasizes the importance of understanding the target platform(s) and development tools before starting to code a game engine. By prioritizing familiarity with existing engines or technologies over initial coding, developers can more easily create a portable game engine that can be adapted for multiple platforms, reducing the time and effort required to make the engine compatible across different systems. Essentially, John Carmack suggests that gaining experience and understanding of the development landscape should precede the creation process in order to produce a more efficient and adaptable game engine.


"Technology is a way of satisfying unmet needs. It's like a hammer, a screwdriver or a spanner: You use it to build things that otherwise wouldn't be built."

This quote emphasizes the role of technology as a tool for addressing unmet needs and fostering innovation. Just as hammers, screwdrivers, or wrenches are used to construct physical structures, technology serves as an instrument to create solutions that would otherwise remain unattainable. In this perspective, technological advancements empower humanity by enabling us to build a better future.


"I think the important thing about game design is not just to make good games but also to make good examples for other people."

This quote emphasizes that creating exceptional games isn't solely about entertainment, but also about serving as inspiring examples for others in the field of game design. Carmack suggests that developers have a responsibility not only to create engaging content, but also to contribute positively to the industry by setting high standards and fostering innovative ideas. In essence, he believes that good game design is about crafting great games while simultaneously shaping future generations of designers.


When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.

- John Carmack

Software, Going, Became, Contract

With ZeniMax, they have a lot to be proud of. 'Fallout 3' is one of the favorite games of so many of our people. But they had zero overlap with the things we do. We do the best shooters in the world. It's a perfect hand and glove fit. We started talking about this before they rolled out 'Fallout 3'. We watch them roll it out worldwide.

- John Carmack

Perfect, Glove, Before, Worldwide

Because of the nature of Moore's law, anything that an extremely clever graphics programmer can do at one point can be replicated by a merely competent programmer some number of years later.

- John Carmack

Nature, Law, Some, Moore

I consider myself a remarkably unsentimental person. I don't look back on the good old days.

- John Carmack

Myself, Old, Back, Remarkably

I've said before that I'm a remarkably unsentimental person.

- John Carmack

Person, Said, Before, Remarkably

There are some things that are exciting for distributors. I love Apple's AppStore and the things people can do with digital distribution.

- John Carmack

Love, Digital, Some, Distributors

Rocket science has been mythologized all out of proportion to its true difficulty.

- John Carmack

Difficulty, Been, Proportion, Rocket Science

We had staffed up to do 'Doom 4' internally in parallel with 'Rage'. We also had our mobile and 'Quake Live' departments. We were taking a lot of steps to kind of provide a little bit more scope and protection for ourselves. And we certainly were listening to offers from all the majors about acquisition.

- John Carmack

Doom, About, Had, Parallel

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

- John Carmack

Next, Your, Works, Taking

The stereoscopic panoramic videos that we're showing on Samsung VR are getting a lot of positive traction. It's exciting when you see creative types - whether from the music, film, or video industries - look at this stuff. The gears are turning in their head almost immediately about how they can use it as a new medium.

- John Carmack

Use, About, Almost, Samsung

I'd rather have a search engine or a compiler on a deserted island than a game.

- John Carmack

Game, Search, Rather, Engine

The core of what I do is solve problems, whether that's in graphic engine flow or rockets. I like working on things that are going to have an impact one way or the other.

- John Carmack

Other, Like, Going, Engine

The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.

- John Carmack

Development, Console, Had, Xbox

There is absolutely zero doubt that you can technically do an excellent full-featured FPS game, because these devices are more powerful now than, like, a previous generation Xbox.

- John Carmack

Game, Generation, Previous, Xbox

Everybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.

- John Carmack

Wonderful, Right, Everybody, Consoles

Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.

- John Carmack

Game, Developing, About, Consoles

It is clearly a bad idea to try to just move games from other platforms directly over, but I'm sure we will see a lot of it, especially as the handsets surpass the hardware capabilities of previous generation consoles.

- John Carmack

Bad, Other, Idea, Consoles

I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.

- John Carmack

Think, Entertainment, Whole, Exciting Things

Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.

- John Carmack

Virtual, Placed, Almost, First-Person

I think that first-person shooter is a stable genre that's going to be here forever, just like there are going to be driving games forever. There's something just intrinsically rewarding about turning around a corner and shooting at something.

- John Carmack

Here, Rewarding, I Think, First-Person

To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones.

- John Carmack

Game, Through, Code, Map

The cornerstone of our Tech 5 development platform is this uniquely textured map or world, where every surface doesn't have a repeating texture on it. It can all be stamped and modified due to the work done on it. The core technical question to be resolved on this was how do we get that media set to be playable on the iPhone.

- John Carmack

Media, Technical, Stamped, Map

At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.

- John Carmack

Virtual, Very, About, Wherever

It's been great that every title that we've done internally has been a huge success, but when you've got 50 or 100 people on there, all their families and everyone counting on you there, the idea of 'What if you screw up once?' or 'What if the market changes?'

- John Carmack

Changes, Idea, Been, Screw

We were doing mobile games before the iPhone. We were doing free-to-play with 'Quake Live.' We wanted to do massively multiplayer stuff in the early days but didn't have the resources to do it.

- John Carmack

Doing, Before, Early Days, Massively

I think 'World of Warcraft' shows that people today still like a good fantasy hack and slash game. I always thought that a lot of computer fantasy games leapt into complex party-based play somewhat prematurely.

- John Carmack

Game, Play, I Think, Prematurely

We were happy with funding 'Rage' on our own nickel for years. We intended to do the same with 'Doom 4'. We had offers early on for 'Rage'. People offered us X million dollars. But we carried the risk, and when we finally signed a deal, it was X plus $10 million.

- John Carmack

Happy, Deal, Doom, Million Dollars

With 'Rage,' it was a little bit different because this was going to be the public's first interaction with the 'Rage' IP. Early on, right after the tech demo, there was some marked concern internally how much of a bad thing it would be if the game went out and it wasn't well released and people got a bad taste off it.

- John Carmack

Game, Bad, Some, IP

Programming is not a zero-sum game. Teaching something to a fellow programmer doesn't take it away from you. I'm happy to share what I can, because I'm in it for the love of programming.

- John Carmack

Love, Game, Away, Programming

Low-level programming is good for the programmer's soul.

- John Carmack

Soul, Programmer, Low-Level, Programming

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