circa: 2001
genre: action
engine: modified id Quake 3
	
- atmospheric/environmental effects
		- clouds (moving)
		
- water: ripples
		
- weather: lightning
			- wind: cobwebs, curtains/drapes, flags, signs, trees (cutscenes only?)
			
 
- other: explosions, fire, shaking, smoke (jet engine exhaust, rocket), sparks (impacts), steam (hot food); see particle effects
		
 
- lighting: dynamic, colored, vertex & lightmap; coronas, flickering; electricity arcs, fire, gunfire, lightning
	
- particle effects: blood spray, debris, fire, gas, glass shards, smoke, sparks, steam
	
- physics
		- gravity: player, NPCs
		
- friction, inertia, momentum
		
- explosions and some gunshots push character
		
- slippery ice
		
 
- shadows: vertical angle adjustment, ovalular masks; NPCs
	
- skeletal animation: yes
	
- texture: 16-/32-bit depth
		- filtering: bi-/trilinear
		
- mapping: bump, mip
		
- decals: blood, bullet holes
		
 
- transparency: cobwebs, cold breath, fire, glass, light beams, smoke, steam, water
	
- other: lens flare
	
player character
	
- character: United States Army Ranger William Joseph ("B.J.") Blazkowicz, human; facial animation, footsteps (dirt, water), stamina
	
- moves: crouch, jump, kick, lean (left/right), run, shoot, sprint, strafe, swim, walk
	
- view: 1st-person (3rd-person with cheats)
		- pan: keyboard/mouse
		
- zoom: binoculars, gunscope
		
 
level/world design
	
	- location: Germany, 1943
	
- cutscenes: yes
	
- level editor: no
	
- environmental interaction
		- alarms, breakable: barrels, chairs, flags, glass (window panes), lattice, posters, radios, signs, speakers (some), vents, walls (some), weapons (mounted), wood floor planks
		
- movable: chairs
		
- openable: doors, grate, truck gate; optionally silently & slowly
		
- pickupable: ammo/weapons, armor (flack jackets, helmets), books?, health (first-aid kids, hot/cold meals, wine bottles?), stamina (beer steins, brandy glasses), treasure
		
- rideable: crane, elevator, tank, tram, truck
		
- other: knock over suits of armor & anhk statue, turn handle
		
 
- traps/hazards: blades (slicing ceiling/wall), breakaway floors, electricity, falling (elevator, radar array, suits of armor), fire, spikes (coffin, floor, swinging wall)
	
weapons: explosives (dynamite, grenades), flamethrower, guns (pistols, rifles, submachine), knife, rockets, Tesla, Venom
other
	
- enemies/animals: humans, zombies
	
- AI: guards more likely to hear when kick-opening doors
	
- inventory: weapons/ammo
	
- sound: stereo