00:00
00:00
Galneda
-This is Phobotech!-
I've done animatics for Cyanide & Happiness, Purgatony, and WWE Storytime! I'm also a voice actor that's performed roles in One Piece, Gundam: Witch from Mercury, & Smite!
Check out my sci-fi novel, Umbra's Legion on Amazon Kindle!

Geoff Galneda @Galneda

Age 37, Male

Voice Actor/Animator

Collin College

Denver, CO

Joined on 9/22/03

Level:
54
Exp Points:
32,120 / 32,370
Exp Rank:
384
Vote Power:
9.50 votes
Art Scouts
2
Rank:
Staff Sergeant
Global Rank:
1,374
Blams:
2,092
Saves:
4,414
B/P Bonus:
26%
Whistle:
Deity
Trophies:
47
Medals:
950
Supporter:
4y 6m
Gear:
3

"The Doom Incident"

Posted by Galneda - May 10th, 2012


Art is a form of creative expression hinged on emotion. This emotion swirls and twirls in the artist's mind, and it is their challenge to project that emotion in a conceivable form. Inspired by a video game, I once projected the passion of fun and victory on a little sheet of construction paper at the age of six. I felt the emotion of jubilation and achievement upon completion.

However, when Mrs. Calvary, the squirrelly, eye-darting battle-axe of McLaughlin elementary made a paranoid assessment from this particular piece of art produced by what she perceived as a hell-spawn...that emotion was fear...palpable, witch-trial fear. However, my emotional response seemed less complex:

"What the hell did I do?"

Doodling has been a favorite pass-time for me all my life. As a toddler, I had a concept of perspective that translated on paper as a bunch of people with big feet, long towering legs, and tiny-heads. After all, I crawled around all the time so this is just what I saw. From Batman, to choo-choo trains, I loved to draw. But there was one event that happened in the day where I set the pen and paper aside, and devote my full undivided attention to.

Game Spectating.

I looked up to my older brother, Chris. We shared the same taste in music, entertainment, and we critiqued the game together as he played it. It never got old for me. I found it better than most TV and I frequently envisioned myself as the player in this colorfully pixilated bloody fantasy world where you readily ate food off the ground and sprinted backwards firing a never-ending arsenal of weapons.

As if the game said, "Wolfenstein 3D, you are an American prisoner of war in World War Two on a secret mission to assassinate Hitler! You bust out of captivity for freedom, and these Nazi fascists are gonna pay! Are you a bad enough dude to take them out?

"Hell yes" we thought.
As thrilling as it is replacing entertainment from Tom & Jerry food fights to "Juiced-up super soldier railing down rows of SS with a Chain-gun" at age five, Wolfenstein lacked grit and other-worldliness. Not supernatural enough, it failed to scare me. Level after level, the same flat chasm with occasional flares of Eagles and Swastikas reminded me that the hero traversed through the belly of the beast. I needed a game that took me worlds away...put me in the shoes of a one-man-army mortal hero up against tremendous odds, ready to crap his spine out in fear of what stood around the next corner. I needed something...

...Awesome.

I remember the day that Chris showed me something incredible that he discovered on Dad's computer. Like a hidden jewel in a text-based treasure-chest, he stumbled across the file plainly named "Doom.exe" with the intent of looking for something titled significantly less intimidating. He had discovered a digital, first-person-shooter utopia. An ideal playing field with massive, rugged-looking space-stations tattered and littered with what appears as layers of conflict and bloodshed. A wonderland where we played through layers of carnage and technology thickly constructed in layers of awesome.

Compared to Wolfenstein a year earlier, it would be like comparing your backyard to a rainforest; you go from something familiar and simple, formulaic environment, to this immense, alien, almost threatening entity. Threatening in an unknown way, majestic and awe-inspiring at the same time...a place like nothing we had ever seen before.

Door after door, lifted hiss-after hydraulic hiss, we encountered massive structures, puzzles, traps, overwhelming, powerful demons. Hellish Imps of nightmarish murderous intent pressed me to deplete my entire arsenal before being overrun. We got to do something that no one could ever do in real life. We pumped rockets indiscriminately into explosive barrels conveniently stacked around waves of demons. All of this right from our home, where we harmed no one.

Doom would always be remembered as one of the first games I played alone on Dad's computer. With little effort I had it down to a science; hop into the room, pan around, spot an enemy, strafe-and-shoot, then look for items and secret doors. With stress I dealt with jerks in school, I chose Doom as a method to vent my frustration. I chose Doom as my digital solitude.

It launched me into gaming...and I could not stop thinking about it. In school, my mind filled with thoughts and played with possibilities about the later-announced Doom Two. "What would be different? What new guns will they provide? How fun will it be? I had to know."

I thought everything else seemed so boring in comparison.
One day in school, I talked to other kids about Doom to see if I could relate with any of them. I discovered their parents limited them to the Nintendo Entertainment System with the old-school Super Mario Brothers and Duck-hunt games. Some had never even seen a video game. I pondered ways to enlighten them. I wanted to show them my paradise. My retreat from figurative hell to digital hell. My words could not convey my message to a fascinated audience. An audience now infatuated with this wonderful world. Their parents remained scared of these games and I felt a responsibility to show them, but how? I wanted to bring them to the game or bring the game to them.

I proceeded by drawing the game to my best ability. I displayed images of epic victory and graphic violence. My work challenged me and enlightened my peers. My brother saved up enough allowance to buy a magazine which featured artistic covers for the game, which gave a visual reference to base the main-character's appearance.

The most awe-inspiring cover compared to anything I had ever seen before: the wicked, menacing half cybernetic-half ancient "DOOM" letters loomed above a lone, battle-scarred space marine. He fended off hordes and hordes of Arch-Vile. Horned demons clawed at the green armor-clad hero centered on a hellish mountain. The space marine's Plasma Gun ripped through one particular demon and painted his fellow Arch-Vile behind him in a splatter of green blood. I needed lots of greens, reds, and fire colors.

All of this, of course, done to the teacher's orders; she failed to actually specify what to draw on that day if I remember correctly. Bluntly, she told the class to draw what we looked forward to do when we got home. As she perused across the tables of her students, she expected a pattern of subjects, ranging from playing with the family dog, or playing football with Dad.

She might have thought, "There is little Susie drawing a doll-house...or maybe that's her house. There is Tommy drawing a soft-ball...he sure does like sports! There is little Geoffrey using lots of red. He seems to be using a whole lot of ...red. ...what-the? Okay, there's a lone green man in the middle...wearing a helmet and armor...he appears to be holding a large board...or...no...wait a minute...that's a weapon. And that mass of red in front of him...that pile of pink mass...what-the! Oh God!"

Allow me to introduce you to Ms. Calvary. She began her first year as principle of the school, and she knew my name well. I acted a bit of a smart-ass regularly at that time. I used my intelligence to mess with the teachers and students indiscriminately. I passed the time waiting for dismissal by including elaborate pranks, jokes, sabotage, and daring feats of escape as a regular routine for me. I familiarized myself with the contents of her office and I remember vividly, that she sure did like Jesus. Waaaay more than anyone I had ever met before.

On that day, I remember my drawing laid neatly on the center of her desk. A portrait made in Crayon of the triumphant space marine, rocket-launcher tube still smoked, surveyed a pretty damn impressive array of dead demons. I figured if she hated hell as much as any Christian, she would like it because the good guy has clearly won with ease, which implied that evil made manifest remained frail, and very dead. In hindsight, I realized I missed the point completely.

This nervous little buck-toothed principle sporting a thick, disturbingly stereotypical mousy country accent somehow convinced herself I seemed possessed by demons. She thought I had become one with Satan's infernal legions. In the game, bosses predominated satanic, which sparked a thought in the back of my mind that her foolish paranoia could get me qualified being rendered as the final boss for the Doom saga in the future. One man's trash could have been another man's treasure, just as her repulsion could have been my juvenile flattery...my response? "Sweet!"

Horrified, Mrs. Calvary clutched onto her cross necklace and erratically called me out of her office. She misinterpreted my incredibly out-of-context response as prosecuting proof to her suspicions. Calvary demanded a parent-teacher conference. She directly accused my parents of poor guidance, to which my Dad promptly responded he established, as we grew up, distinct boundaries between fantasy and reality. "Love imagination, just know that there is a lot of stuff in movies and games that you should never do or say." My father said.

My brother and I understood the difference and the circumstances. However, the demeaning school faculty insisted we children were complete morons. Based on our father's guidance, we were perfectly capable of discerned fantasy from reality.

Calvary, in her stubborn, jittery paranoia, insisted I be assigned a counselor to explore deep corruption on my psyche. She needed a judgment on my sanity.

No surprise to anyone but her and some three or four members of the school staff, the counselor confirmed my sanity. "He is a healthy, smart kid, with an incredible imagination, only translating a harmless video-game onto paper," the counselor reported.

Calvary nodded professionally, and weighed her options, which left her no logical choice but to exile me from her school. I transferred to a school for the mentally and emotionally challenged.

So there I sat, with my wonderful new classmates like Jeffery, the lonely, slow-thinking country kid with the shaven head. He proudly exclaimed our fictional twin-like brotherhood to complete strangers because we shared different variations of the same first name. CJ, the slouched-over scrawny kid that, when denied anything, would bite one hand and hit himself in the head with the other while he cried very loudly. Lastly, I remember Stephen, the attention deficient hyperactive disordered Cambodian kid that literally darted around class for no other reason than to dart around the class like a cat. When Stephen got in trouble and spent time in the prison-like magnetically locked time-out room roughly the size of a closet, he stripped completely naked. Then somehow climbed just high enough in the empty room to see out the plastic window designed to be at a height that only teachers can look through. Only a kid, and already felt numb to insane behavior like streaking. I remember the frequent warning used in the classroom, "There goes Stephen...he's...doing it again," Said CJ.

Not until middle school, I learned the full story as to why Calvary exiled me from a comfortable school with good friends, good teachers, and good school-work. During middle school it finally hit me that all of the trouble came from my drawing of the triumphant space-marine and his fallen foes. I felt a strong dislike towards a squirrelly mop with wide, fear-filled eyes, and a quivering lip failing to mask two shovels of buck-teeth. My feelings evolved into a strong resentment and hatred towards Mrs. Calvary.

I felt comfort knowing that I would never see her again. I felt comfort knowing that despite her efforts I still succeeded academically while in my free time honed my violent, "demonically" inspired pixilated killing-sprees. This time, instead of in innocent fascination, I played for fun.

In a way, I am grateful for the minor setback; it taught me the power within art, and my ability to produce it. It taught me that my talent in drawing can be so profound it can change where I go, like a sail-ship I have not yet learned to control. Calvary and the rest of the paranoid faculty suppressed something that I loved to do, and that suppression may have fueled me to delve deeper into it. If not for the "Doom Incident", I might not have pursued an art major instead of an associate's degree in something else or joined the military blindly.

The "Doom Incident" became a profound turning point for me; a fumble in my education that only enhanced my personality. Now I have caught up in school, and I feel it suits me perfectly.

My hatred towards Calvary wilted into pity; I surmise her life must be incredibly boring. When she calls in another boy into her office, armed with a horrifying drawing of gore and violence on the back of a test packet, she must wonder somewhere in the back of her mind what happened to the evil one from McLaughlin.

At some level she knows I am at home, playing Doom Three with a smile on my face.

GG


Comments

I was tempted to just go down here to the comment section and write TL;DR

But then I was curious as to why it was so long... So I began reading the first paragraph, and before I know it I was down towards the end.

Although I never got around to playing any of the Doom games as a child, this post reminded me of how my Dad would let me watch Highlander with him, where immortal beings would fight each other to gain supremacy, ultimately killing each other by chopping the others head clean off. Although we never saw it, we knew it happened, and I never understood as to why Dad would let me watch this violent show, but never the simpsons as a kid. It was because the Simpsons and all that go off of day to day life, where things that I might have repeated in school would get me in trouble because of the topics on that show, whereas in Highlander, I knew, even as a child, that it was all fantasy and fiction.

The game that Dad got me to play when I was around the same age as you was Decent. You were a pilot in a small space craft flying through cramped mines that have been overrun with robots that have been infected with a virus that turned their own intent into killing you and destroying you ship. It was an intense game as a child, especially watching Dad play. Because even though you could move in all three dimensions with ease, the hallways were so cramped and All you could ever do was just quickly, frantically back away from a homing missile that if it hit you would destroy you, finishing your last life, and so close to the last boss of the level.. (coincidently that's how Dad died on his final play of the game, he sadly back into a wall, died, and never touched another game after that, depressing moment in my childhood).

I, for one, will follow how my own father brought me up, with my own children. I won't shield them from all these "horrors" out in the gaming world. But I'll teach them to know the difference between reality and fantasy. Especially teaching them to develop their own imagination and use it to the fullest of their potential.

Hell yeah, one of the games I watched over the shoulder of my brother was Descent! That game was hard...and the closest thing to it that I got into at that young age was TIE Fighter.

All we can do is learn, and carry our wisdoms on to raise our kids right. There's bound to be a steady rate of progression, man. Any alternative would suck :D

Godspeed, dude.

Then Daicos, where thou hath fallen and failed to do the deed, I shall, in your place, complete the mission.

TL;DR.

Just foolin', I read it. Okay I scanned it. ALRIGHT MAYBE I JUST Ctrl + f'ed "boobs" BUT I'M AROUSED DAMN IT!

TS;DR, sorry man, time is money.

I kinda have a story like that, but a lot shorter. I'll sum it up for ya.

When I was in first grade I:

1. Didnt pay attention in class.
2. Teachers thought I had autism (which i dont, and never have)
3. Got put on crazy ass trial autism meds against my parents will as alternative to "special kid school"
4. Literally almost cut up my mom with a butcher knife as a result of crazy ass trial autism meds.
5. Got tooken off crazy ass trial autism meds.
6. Almost got my parents arrested for taking me off meds and not taking me to "special kid school".

In short, FUCK THE SYSTEM

What I love about all this is how you experienced Doom in the same way. My brother would play games on my dad's computer and I would watch, half because I enjoyed watching and half because my brother wouldn't let have a turn to play. But either way it was awesome that our dad would let us watch movies that he wanted to watch and like you put perfectly, he gave us common sense enough to know the difference between fantasy and reality. Funnily enough he let us play Wolfenstein and Doom, but not ever have our own game system. To enjoy that, we had to visit our cousin and a whole new degree of violence and enjoyment of said violence was experienced. Not too bad though, as you know back then the visuals were detached from real life enough.

Aah, I grew up with Doom...

You are violent stay away from my children.

BRING YOUR DAUGHTER, BRING YOUR DAUGHTER, TO THE SLAAAAAUUUGHTER!!!

"Calvary nodded professionally, and weighed her options, which left her no logical choice but to exile me from her school. I transferred to a school for the mentally and emotionally challenged."

That is ridiculous, I bet your father was especially upset.

Great story! Very descriptive and inspiring!

I REMEMBER THE FIRST TIME I PLAYED A DOOM GAME I WAS PUNCHING THE CYBER DEMON TO DEATH BECAUSE SOMEONE TOLD ME IT WAS POSSIBLE AND TOTALLY DIDN'T TAKE THAT LONG BUT IT DOES TAKE A LONG TIME AND I DIED LIKE ELEVEN TIMES AND THEN I WAS JUST LIKE FUCK YOU GUY WHO TOLD ME YOU COULD PUNCH CYBER DEMON TO DEATH IT DOES TAKE A LONG TIME I NEVER DID KILL HIM THAT WAY

Cavalry is kind of a badass last name, though.

It would be a lot cooler than "Calvary"

Oh shit, look at that, I can't read. It's all good, though, my reading comprehension won't matter in a few days.

It's actually funny because I re-read that four or five times to make sure it said cavalry because I thought calvary was an unusual last name

HAHAHAHA FUCK WORDS

I expected something Doom-related, but not this! :D Incredible that they can kick you out of a school just for a picture, interesting read.

As for Doom 3 btw, did you really appreciate it? Do you still run the originals? If so, which port do you use? Are you looking forward to the sequel coming out (maybe) this year? Have you tried the new versions of Castle Wolfenstein? How about Quake? How about Rage? How about this: <a href="http://www.wrackgame.com/">http://www.wrackgame.com/</a> (site seems to be down right now, so check back later if it's not working, it's a new game inspired by old Doom, new music made by the same guy who made the soundtrack for Doom 1 & 2 etcetc)?

I was probably around 12-13 the first time I played Doom, around the same age I was introduced to computer games in general. I played that, and a lot of other games, without any deeper fascination in the games than an overhanging fascination for anything immaterial, submerged within the imaginative realm of computers. But Doom is one of few games that stuck, I started playing it for real a few years later and I still am, occasionally, reliving the old classic level packs and messing around with new WADs. :) Gave designing levels a try too but that didn't result in any real masterpieces.

Btw, is your name by any chance inspired by Phobos technology?