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John Romero
John Romero
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Alfonso John Romero (born October 28, 1967)[1] is an American video game developer. He co-founded id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by the id programmer John Carmack, popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".

Key Information

Following disputes with Carmack, Romero was fired from id in 1996. He co-founded a new studio, Ion Storm, and directed the FPS Daikatana (2000), which was a critical and commercial failure. Romero departed Ion Storm in 2001. In July 2001, he and another former id employee, Tom Hall, founded Monkeystone Games to develop games for mobile devices.

In 2003, Romero joined Midway Games as the project lead on Gauntlet: Seven Sorrows (2005), and left shortly before its release. He founded another company, Gazillion Entertainment, in 2005. In 2016, Romero and another former id employee, Adrian Carmack, announced a new FPS, Blackroom, but it was cancelled after failing to find a publisher.

Early life

[edit]

Romero was born on October 28, 1967, six weeks premature,[1] in Colorado Springs, Colorado. He has said that he has Mexican, Yaqui, and Cherokee grandparents.[2][3] His mother, Ginny, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.[4]

Among Romero's early influences, the arcade video game Space Invaders (1978), with its "shoot the alien" gameplay, introduced him to video games.[5] Namco's maze chase arcade game Pac-Man (1980) had the biggest influence on his career,[6] as it was the first game that got him "thinking about game design."[5] Nasir Gebelli (Sirius Software, Squaresoft) was his favorite programmer and a major inspiration, with Gebelli's fast 3D programming work for Apple II games, such as the shooters Horizon V (1981) and Zenith (1982), influencing Romero's later work at id Software.[7] Other influences include programmer Bill Budge,[7] Shigeru Miyamoto's Super Mario games, and the fighting games Street Fighter II, Fatal Fury, Art of Fighting[8] and Virtua Fighter.[9]

Career

[edit]

Early career

[edit]
The Apple II owned by John Romero on display at The Strong National Museum of Play[10]

John Romero started programming games on an Apple II he got in 1980.[9] The first game he wrote was an unpublished clone of the arcade game Crazy Climber.[5] His first published game, Scout Search, appeared as a type-in program in the June 1984 issue of Apple II magazine inCider. At least 12 of his games published for print and disk magazines were developed under the name Capitol Ideas Software. He entered a programming contest in A+ magazine during its first year of publishing with his game Cavern Crusader. The first game Romero created that was eventually published was Jumpster in UpTime. Jumpster was created in 1983 and published in 1987, making Jumpster his earliest created, then published, game.[11]

Romero's first industry job was at Origin Systems in 1987 after programming games for eight years.[12] He worked on the Apple II to Commodore 64 port of 2400 A.D.,[9] which was eventually scrapped due to slow sales of the Apple II version. Romero then moved onto Space Rogue, a game by Paul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamed Looking Glass Technologies.[13] Instead, Romero left Origin Systems to co-found a game company named Inside Out Software,[13] where he ported Might & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port of Tower Toppler, but Epyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcoming Atari Lynx. During this short time, Romero did the artwork for the Apple IIGS version of Dark Castle, a port from the Macintosh. During this time, John and his friend Lane Roathe co-founded a company named Ideas from the Deep and wrote versions of a game called Zappa Roidz for the Apple II, PC and Apple IIGS. Their last collaboration was an Apple II disk operating system (InfoDOS) for Infocom's games Zork Zero, Arthur, Shogun and Journey.[citation needed]

1990s: id Software and first-person shooters

[edit]

Romero moved to Shreveport, Louisiana, in March 1989 and joined Softdisk as a programmer in its Special Projects division.[13] After several months of helping the PC monthly disk magazine Big Blue Disk, he officially moved into the department until he started a PC games division in July 1990 named Gamer's Edge (originally titled PCRcade). Romero hired John D. Carmack into the department from his freelancing in Kansas City, moved Adrian Carmack (no relation) into the division from Softdisk's art department, and persuaded Tom Hall to come in at night and help with game design. Romero and the others left Softdisk in February 1991 to form id Software.[14]

There it was, the familiar milieu of Super Mario Brothers 3: pale blue sky, the puffy white clouds, the bushy green shrubs, the animated tiles with little question marks rolling over their sides and, strangely, his character Dangerous Dave standing ready on the bottom of the screen. Romero tapped his arrow key, moved Dave along the floor, and watched him scroll smoothly across the screen. That’s when he lost it.[4]

—David Kushner, describing Romero's experience of observing the game Dangerous Dave by John Carmack and Tom Hall that introduced an innovative technique for side-scrolling on PC

Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3D, Doom, Doom II: Hell on Earth and Quake.[14] He served as executive producer (and game designer) on Heretic and Hexen. He designed most of the first episode of Doom, a quarter of the levels in Quake,[9] and half the levels in Commander Keen and Wolfenstein 3D: Spear of Destiny. He wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D: Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers.[15] Romero is also credited with coining the multiplayer term "deathmatch".[4]

In level 30 of Doom II, "Icon of Sin", the boss is supposed to be a giant demon head with a fragment missing from its forehead. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying "To win the game, you must kill me, John Romero!", reversed and distorted to sound like a demonic chant. One can use the "noclip" cheat to enter the boss and see Romero's severed head which is skewered on a post. The player defeats the boss (without the noclip cheat) by shooting rockets into its exposed brain after activating a lift and riding it. Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished. In the 2013 IGN Doom playthrough to celebrate Doom's 20th anniversary, Romero shared the backstory behind the inclusion of his head as the final boss and the reversed sound effect – they were both a result of in-joke pranking between development team members.[16]

During the production of Quake, Romero clashed with John Carmack over the future direction of id. Romero wanted the game to follow his demanding vision without compromise, but Carmack insisted that the project had to make steady progress toward completion and accused Romero of not working as much as the other developers. Although Romero relented on his vision and joined a months-long death march effort to finish the game, this did not resolve the tensions within the company, and Romero was forced to resign.[4] In a 1997 interview, Romero said, "Leaving after finishing Quake was the right choice — leaving after finishing a hit game. I keep on good terms with the id guys and it was pretty easy because we've been friends for years."[17] In 2022, during a conversation with podcaster Lex Fridman, Carmack stated that, in hindsight, he regrets the way he dealt with the firing of Romero, citing immaturity and lack of understanding of corporate structure as the primary causal factors. Additionally, Carmack clarified that both he and Romero were currently on good terms.[18]

1996–2000: Ion Storm and Daikatana

[edit]

Romero co-founded Ion Storm in Dallas, Texas with another id co-founder, Tom Hall, where he designed and produced the first-person shooter Daikatana.[14] It was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press. In 2010, Gamesauce featured Romero on its cover and contained an in-depth interview with Romero written by Brenda Brathwaite.[19] In the interview, Romero publicly apologized for the infamous Daikatana advertisement. In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy in the press and public.[20]

The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) were compounded by the poor reviews the game received when it was finally complete.[21] Daikatana was panned and appeared on numerous "top 10 worst games" listings. During this time, Romero was rumored to have been killed and a photograph of his corpse with a bullet wound was also spread through the Internet. The picture was taken for the magazine Texas Monthly.[22] In 2001, Romero and Hall departed after the release of Hall's Anachronox game and the subsequent closing of the Dallas Ion office.[citation needed]

2000s

[edit]

In July 2001, Romero and Hall founded Monkeystone Games to develop and publish games for mobile devices. Monkeystone released approximately 15 games during the three-and-a-half-year lifespan of the company. Some highlights of their developments included Hyperspace Delivery Boy! (Pocket PC, Windows, Linux), Congo Cube (Pocket PC, PC, BREW, Java ME), and a version of Red Faction for the Nokia N-Gage. He and his girlfriend, Stevie Case, broke up in 2003, and she left the company in May while Red Faction development continued until October. John then left Monkeystone Games' day-to-day operations to Lucas Davis while Romero and Hall left for Midway in San Diego.[23]

In mid-October 2003, Romero joined Midway Games as project lead on Gauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved to Austin, Texas to work on Midway's Area 51 title until its release. Monkeystone Games closed down in January 2005. Romero moved from project lead to creative director of internal studio during this time. At the end of June 2005, Romero left Midway Games mere months before the completion of Gauntlet: Seven Sorrows.[24]

On August 31, 2005, Romero confirmed[25] that he was working on a yet-to-be-announced MMOG at his newly opened development studio, Slipgate Ironworks. It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in the Bay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009, it was announced that Slipgate Ironworks was part of Gazillion Entertainment.[26] Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder[27] of Gazillion. On July 22, 2006, John Romero and former co-worker Tom Hall guest hosted episode 53 of the podcast The Widget.[28] Romero departed Gazillion Entertainment in November 2010 to form a social game company called Loot Drop alongside Brenda Brathwaite.[29] Hall joined the company on January 1, 2011.[30]

Romero was the Chairman of the Board for the Cyberathlete Professional League (CPL) for ten years. On December 20, 2006, John Romero announced a new FPS project for the CPL titled Severity for both consoles and PC.[31] It was announced that Tom Mustaine (ex-Studio Director at Ritual Entertainment) would act as Director of Game Development at CPL's new studio. It was stated that Severity would be a multiplayer first person shooter, and that the game would be built on technology licensed from id Software. In October 2009, Angel Munoz, founder of the CPL stated that Severity was no longer being produced because they were not able "to convince game publishers of its value".[32]

2010–present

[edit]

Romero guest-edited the March 2010 issue of the British magazine Retro Gamer.[citation needed] In August 2014, Romero said he planned to make a new FPS.[33] In April 2016, he announced a partnership with the former id artist Adrian Carmack to create the FPS Blackroom,[34] describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense combat. They hoped to raise $700,000 (~$858,696 in 2024) via Kickstarter to see the project to completion and anticipated a launch in late 2018.[35] The Kickstarter campaign was cancelled four days after its launch.[36] In 2023, Romero confirmed in his autobiography, Doom Guy: Life in First Person, that while a demo had existed and was shown to publishers, no publishers expressed interest in funding the game after the Kickstarter cancellation, and the game was fully cancelled after that behind-closed-doors demo.[citation needed]

On 2017, Romero won the Bizkaia Award at the Fun & Serious Game Festival, which takes place in the Spanish city of Bilbao.[37] Romero and his wife Brenda Romero established Romero Games on August 11, 2015.[38] They published Gunman Taco Truck in 2017, SIGIL in 2019, and Empire of Sin in 2020.[citation needed] In March 2022, in response to the 2022 Russian invasion of Ukraine, Romero created a new level of Doom II which was subsequently listed for sale through his personal website. Romero stated that all proceeds would be donated to the Ukrainian Red Cross and the UN Central Emergency Response Fund.[39]

Personal life

[edit]
Romero (center) and other game developers at a BAFTA event in Los Angeles in 2011. From left: Rod Humble, Louis Castle, David Perry, Brenda Romero, John Romero, Will Wright, Tim Schafer, Chris Hecker.

In January 2004, Romero married Raluca Alexandra Pleșca, originally from Bucharest, Romania. They divorced in 2011. Romero and game developer Brenda Brathwaite became engaged on March 24, 2012, and married on October 27, 2012.[40][41][42][43] Together, they worked on Ravenwood Fair, with Romero as Lead Designer and Brathwaite as Creative Director and Game Designer. They also founded social game development company Loot Drop in November 2010, and worked on Cloudforest Expedition and Ghost Recon Commander together.[29] Romero has three children from two previous marriages: Michael, born in 1988, Steven, born in 1989, and Lillia Antoinette, born in 1998.[citation needed]

Romero's long hair has been a source of both admiration and derision for his fans. John guest-answered Planet Quake's "Dear Mynx" column, in which a female fan asked for hair care tips.[44] Romero cut his hair short in 2002 and donated it to Locks of Love.[45]

Discussion boards such as Doomworld and BeyondUnreal had threads discussing his new look at the time, although he began to grow it back to its original length in 2003. On January 11, 2022, Romero gave a statement via Twitter on the subject of his hair, to coincide with the 120th anniversary of William Arthur Jones' "Indian haircut order" of 1902.[46][47] In the statement, Romero said: "I wear my hair long as a proud Yaqui and Cherokee man, and will continue to do so until the day I die."[48]

In 2000, during the development of Daikatana, Romero listed Ultima V: Warriors of Destiny, Super Mario Bros. 3, Age of Empires, Duke Nukem 3D and Chrono Trigger as his favorite games of all time, with Chrono Trigger topping the list.[49] In 2017, Romero listed World of Warcraft and Minecraft as his favorite games of all time.[50]

Romero's favorite programming language as of 2017 is Lua.[51] Romero says he has hyperthymesia.[52][53] Romero is an atheist.[54] He also claimed that everyone involved at working on the original Doom was an atheist (although game designer Sandy Petersen is a Mormon).[55] On December 19, 2023, Romero acquired Irish citizenship, after living there for about eight years.[56]

Romero was referenced in the 2020 video game Doom Eternal as King Ormero.[57]

Recognition

[edit]
Date Award Description
2023 Lifetime Achievement Award Awarded at GDC 2023[58]
2017 Bizkaia Award Awarded at the Fun & Serious Game Festival[37]
2017 Development Legend Awarded at Develop:Brighton[59]
2016 Cacoward Awarded at Doomworld.com for the new DOOM 1 level E1M8b[60]
2012 Tech Hall of Fame Included in list of technology creators.[61]
2012 Apple II Forever Award Awarded at KansasFest to members of the Apple II community who had made significant contributions to the Apple II.[62]
2011 Most Influential Person in Facebook and Social Games #1 in Games.com's 2011 list.[63]
1999 MIT Technology Review TR100 Innovators Under 35.[64]
1998 Time Magazine's Cyber Elite 50 #36, The top 50 tech elite of the year.[65]
1998 Top 20 Texans of the Year Texas Monthly's yearly list of the Top 20 Texans[66]
1997 Time Magazine's Cyber Elite 50 #40, The top 50 tech elite of the year.[67]
1996 The Most Influential People in Computer Gaming of All Time #7, GameSpot's "The Most Influential People in Computer Gaming of All Time" list.

Games

[edit]
Name Year Publisher Role(s)
Dodge 'Em 1982 Capitol Ideas Software Programmer, Designer, Art, Sound
Scout Search 1984 inCider Magazine Programmer, Designer, Sound
Cavern Crusader 1984 A+ Magazine Programmer, Designer, Sound, Art
Bongo's Bash[68] 1985 A+ Magazine Programmer, Designer, Sound
Zippy Zombi 1987 Uptime Disk Monthly Programmer, Designer, Sound
Wacky Wizard 1987 Uptime Disk Monthly Programmer, Designer, Sound
Subnodule 1987 Keypunch Software, Inc. Programmer, Designer, Sound
Pyramids of Egypt 1987 Uptime Disk Monthly Programmer, Designer, Sound
Neptune's Nasties 1987 Uptime Disk Monthly Programmer, Designer, Sound
Major Mayhem 1987 Nibble Magazine Programmer, Designer, Sound
Lethal Labyrinth 1987 Uptime Disk Monthly Programmer, Designer, Sound
Krazy Kobra 1987 Uptime Disk Monthly Programmer, Designer, Sound
Jumpster 1987 Uptime Disk Monthly Programmer, Designer, Sound
Evil Eye 1987 Uptime Disk Monthly Programmer, Designer, Sound
James Clavell's Shōgun 1988 Infocom Programmer
Dangerous Dave in the Deserted Pirate's Hideout 1988 Uptime Disk Monthly Programmer, Designer, Sound, Art
City Centurian 1988 Nibble Magazine Programmer, Designer, Sound, Art
Zork Zero: The Revenge of Megaboz 1989 Infocom Programmer
Zappa Roidz 1989 Softdisk Publishing Programmer, Designer
Twilight Treasures 1989 Softdisk Publishing Associate Editor
Space Rogue 1989 Origin Systems Programmer
Might and Magic II: Gates to Another World 1989 New World Computing Lead programmer
Magic Boxes 1989 Softdisk Publishing Lead programmer
Journey: The Quest Begins 1989 Infocom Programmer
How to Weigh an Elephant 1989 Softdisk Publishing Programmer
Big Blue Disk #32 1989 Softdisk Publishing Programmer
Big Blue Disk #35 1989 Softdisk Publishing Contributor
The Catacomb Abyss 1989 Softdisk Programmer
Arthur: The Quest for Excalibur 1989 Infocom Programmer
Sub Stalker 1990 Softdisk Publishing Programmer, Designer, Sound, Art
Pixel Puzzler 1990 Softdisk Publishing Pixel Puzzle Maker
Dinosorcerer 1990 Softdisk Publishing Programmer
Dark Designs II: Closing the Gate 1990 Softdisk Publishing Level Designer
Commander Keen 1: Marooned on Mars 1990 Apogee Software Programmer, Level Designer
Commander Keen 2: The Earth Explodes 1990 Apogee Software Programmer, Level Designer
Commander Keen 3: Keen Must Die! 1990 Apogee Software Programmer, Level Designer
Catacomb 1990 Softdisk Publishing Programmer
Big Blue Disk #40 1990 Softdisk Publishing Associate Editor
Big Blue Disk #41 1990 Softdisk Publishing Associate Editor
Big Blue Disk #44 1990 Softdisk Publishing Associate Editor
Alfredo's Stupendous Surprise 1990 Softdisk Programmer
Xenopods 1991 Softdisk Publishing Engine Tools
Slordax: The Unknown Enemy 1991 Softdisk Engine Tools
Rescue Rover 1991 Softdisk Programmer
Rescue Rover 2 1991 Expert Software, Froggman, Softdisk Programmer
Shadow Knights 1991 Softdisk Publishing Programmer, Level Designer
Paragon 1991 Softdisk Engine Tools
Paganitzu 1991 Apogee Software Special Thanks
Hovertank 3D 1991 Softdisk Programmers
Dangerous Dave in the Haunted Mansion 1991 Softdisk Programmer
Commander Keen: Keen Dreams 1991 Softdisk Programmer
Commander Keen 4: Secret of the Oracle 1991 Apogee Software Programmer, Level Designer
Commander Keen 5: The Armageddon Machine 1991 Apogee Software Programmer, Level Designer
Commander Keen 6: Aliens Ate My Baby Sitter! 1991 FormGen Programmer, Level Designer
The Catacomb (Catacomb II) 1991 Softdisk Programmer
Catacomb 3-D 1991 Softdisk Programming
Wolfenstein 3D 1992 Apogee Software Programmer, Designer, Sound
Spear of Destiny 1992 FormGen Level Designer
Cyberchess 1992 Softdisk Engine Tools
Terror of the Catacombs 1993 Froggman Engine Tools
Street Ball 1993 Froggman Engine Tools
Shadowcaster 1993 Origin Systems Engine Tools
ScubaVenture: The Search for Pirate's Treasure 1993 Softdisk Engine Tools
Dangerous Dave's Risky Rescue 1993 Softdisk Engine Tools
Curse of the Catacombs 1993 Froggman Engine Tools
Bio Menace 1993 Apogee Software Engine Tools
Blake Stone: Aliens of Gold 1993 Apogee Software Programmer
Doom 1993 id Software Programmer, Designer
Corridor 7: Alien Invasion 1994 Capstone Software Engine Tools
Super 3D Noah's Ark 1994 Wisdom Tree Programmer
Doom II: Hell on Earth 1994 GT Interactive Programmer, Designer
Blake Stone: Planet Strike 1994 FormGen Programmer
Heretic 1994 id Software Executive Producer
The Ultimate Doom 1995 GT Interactive Programmer, Designer
Hexen: Beyond Heretic 1995 id Software Executive Producer
Heretic: Shadow of the Serpent Riders 1996 id Software Executive Producer
Final Doom 1996 id Software; Atari, Inc. Programmer, Designer
Quake 1996 id Software Programmer, Designer
Chex Quest 1996 Digital Café Engine Programmer
Doom 64 1997 Midway Games Engine Tools, Designer
Dominion: Storm Over Gift 3 1998 Eidos Interactive Music Director
Daikatana 2000 Eidos Interactive Designer
Red Faction (mobile version) 2001 THQ Wireless Programmer
Anachronox 2001 Eidos Interactive Level Designer
Hyperspace Delivery Boy! 2002 Monkeystone Games Lead Programmer
Jewels and Jim 2003 THQ Wireless Level Designer
Dig It! 2003 THQ Wireless Level Designer
Congo Cube 2003 THQ Wireless, RealArcade Programmer
Cartoon Network: Block Party 2004 Majesco Entertainment Programmer
Gauntlet: Seven Sorrows 2005 Midway Games Special Thanks
Area 51 2005 Midway Austin Additional Designer
Ravenwood Fair 2010 Lolapps Programmer, Designer, Sound
Marvel Super Hero Squad Online 2011 Gazillion Entertainment Inc. Special Thanks
Tom Clancy's Ghost Recon: Commander 2012 Ubisoft, Inc. Designer
Pettington Park 2012 Zynga Game Network, Inc. CEO, Additional Design
Dodger Down 2013 Howljerk Games Testing and Feedback
Play Gig-it 2013 Gig-it Corp Special Thanks
Techno Dash 2014 Hammerwing Studios, Inc. Special Thanks
Dangerous Dave in the Deserted Pirate's Hideout 2015 John Romero Programmer, Designer, Sound, Art
Grom Skate 2015 Grom Social Inc. Designer, Sound
Warpcop III 2017 indie published Designer, Sound
July 4, 1976 2017 Playbarf Programmer, Sound, Designer, Writer
Gunman Taco Truck 2017 Romero Games Ltd. Programmer, Sound, Designer, Writer
SIGIL 2019 Romero Games Ltd. Programmer, Designer
Empire of Sin 2020 Romero Games Ltd. Programmer
SIGIL II 2023 Romero Games Ltd. Programmer, Designer

References

[edit]

Further reading

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Alfonso John Romero (born October 28, 1967) is an American video game designer, programmer, and entrepreneur renowned for co-founding id Software and designing seminal first-person shooter games such as Wolfenstein 3D, Doom, and Quake. Romero began programming as a self-taught enthusiast in 1979 on mainframe computers before transitioning to the Apple II platform in 1982, eventually selling his first commercial game at age 16. At id Software, formed in 1991, he played a central role in innovating 3D graphics, fast-paced multiplayer gameplay, and the shareware distribution model, which propelled Doom's massive commercial success and established the FPS genre's foundational mechanics. Departing id in 1996 amid creative differences, Romero founded Ion Storm, where his ambitious project Daikatana faced development delays and underperformed despite heavy marketing, marking a notable career setback. He has since co-founded eight game companies, including Romero Games with his wife Brenda Romero in 2015, and contributed to over 130 titles, earning lifetime achievement awards and induction recognitions for his enduring influence on interactive entertainment.

Early Life

Childhood and Family Background

John Romero experienced a tumultuous early childhood marked by familial instability and abuse. His biological father, an alcoholic, physically abused him, leaving burn marks on his arms during his youth in Tucson, Arizona, where the family resided after an initial period in Colorado Springs, Colorado. Romero's mother raised him and his younger brother Ralph amid financial hardship and emotional strain; on one occasion, stressed by the boys making a mess in the kitchen, she urged their father to "get rid of them," highlighting the household tensions. The biological father's abandonment exacerbated these difficulties, leading to a complicated relationship that persisted into adulthood, compounded by interactions with a stepfather. Of Mexican American heritage with Yaqui and Cherokee ancestry, Romero's upbringing instilled resilience, though it was characterized by poverty and instability that shaped his later drive. These experiences, detailed in his autobiography Doom Guy: Life in First Person, reflect a pattern of adversity that influenced his personal development without derailing his creative pursuits.

Introduction to Computing and Early Programming

Romero's initial exposure to computing came during his school years in the late 1970s, where he accessed available school computers to experiment with programming. In 1981, at approximately age 14, his father gifted him a personal Apple II+ system, augmented with a 64K language card for expanded memory and a Microsoft Z-80 SoftCard for running CP/M software, which facilitated more advanced experimentation beyond school resources. This setup, later donated to the Strong National Museum of Play, represented his first dedicated machine for sustained programming practice. Primarily self-taught using Apple BASIC and later delving into assembly language, Romero began developing simple games shortly after acquiring the Apple II. His earliest effort was an unpublished clone of the arcade title Crazy Climber, demonstrating his focus on replicating familiar mechanics through code. By 1984, he had progressed to publishing Scout Search, a search-based game, in the June issue of inCider magazine, marking his entry into distributing code via hobbyist publications. This period of trial-and-error coding on the Apple II honed his skills in efficient resource management and game logic, constrained by the era's hardware limitations. Romero's early output included numerous type-in programs submitted to Apple II enthusiast magazines, reflecting the DIY ethos of 1980s personal computing. He transitioned to the more capable Apple IIe model as his expertise grew, sustaining development until the early 1990s. These formative experiences, rooted in solitary experimentation rather than formal education, established core principles of rapid prototyping and iterative design that influenced his later professional work.

Career

Early Jobs and Softdisk Period

Romero's entry into the professional video game industry occurred in 1987 when he joined Origin Systems to port the post-apocalyptic RPG 2400 A.D. from the Apple II to the Commodore 64. The project, which Romero initiated shortly after starting, was canceled in 1988 due to insufficient sales of the original Apple II release. In March 1989, Romero moved to Shreveport, Louisiana, and began working as a programmer at Softdisk Publishing, a company that distributed software through monthly "disk magazines" containing utilities, demos, and games on floppy disks. There, he teamed up with lead programmer John Carmack, designer Tom Hall, and artist Adrian Carmack to develop content for Softdisk's publications and its Gamer's Edge imprint, which focused on PC titles. Key projects included platformers like Dangerous Dave in the Haunted Mansion (1990) and early 3D experiments such as Catacomb 3-D (1991), which featured texture-mapped walls and foreshadowed first-person shooter mechanics. During this period, Romero and his colleagues produced a demonstration called Dangerous Dave in Copyright Infringement on September 20, 1990—a near-complete PC port of Nintendo's Super Mario Bros. 3—to pitch their skills to shareware distributor Scott Miller of Apogee Software. This effort secured a deal for Apogee to publish the Commander Keen trilogy (Invasion of the Vorticons, released December 1990), side-scrolling adventures where players controlled a child genius fighting extraterrestrial threats using smooth-scrolling graphics and innovative level design. The success of these shareware episodes, developed partly on company time at Softdisk, generated royalties that enabled Romero, Carmack, Hall, and Adrian Carmack to resign in February 1991 and establish id Software as an independent entity.

id Software Contributions (1991–1996)

John Romero co-founded id Software in February 1991 with programmers John Carmack and Tom Hall, as well as artist Adrian Carmack, after departing from Softdisk to develop and publish games independently. At the new company, Romero took on roles as lead designer, programmer, and spokesperson, contributing to both technical implementation and creative direction while helping establish id's shareware distribution model to maximize reach and revenue. id's debut releases under Romero's involvement were the Commander Keen series, starting with Commander Keen: Marooned on Mars (Episode 1) on December 14, 1990, followed by Episodes 2 and 3 in 1991. Romero contributed to design and programming for these side-scrolling platformers, which featured the boy genius protagonist Billy Blaze navigating alien worlds using a prototype Portable Teleporter, achieving commercial success through shareware episodes that sold over 20,000 copies combined. The series demonstrated id's focus on fast-paced action and innovative controls, with Romero aiding in adapting earlier Softdisk prototypes into full titles. In 1992, Romero played a key role in Wolfenstein 3D, released on May 5, which id developed in under six months after pitching it to Apogee Software for shareware distribution. As designer and programmer, he created multiple levels, implemented gameplay mechanics like enemy AI behaviors and weapon systems, and contributed to the ray-casting engine's integration for pseudo-3D environments, pioneering the first-person shooter genre with its Nazi-themed castle escapes and fast action. The game sold over 200,000 copies in its first year, establishing id's reputation for technical innovation and Romero's emphasis on intuitive level flow. Romero's most influential work came with Doom, developed from late 1992 and shareware-released on December 10, 1993. He led level design for much of the game, authoring iconic maps like E1M1 ("Hangar") and E1M9 ("Military Base"), while developing the DoomEd editor to enable rapid iteration and community modding. Romero also programmed elements of multiplayer deathmatch and coined the term, pushing for networked play that became a hallmark, with the title selling millions and generating over $100,000 in the first two weeks via shareware. His design philosophy prioritized "cool shit"—surprise encounters, secrets, and non-linear exploration—over strict linearity, influencing FPS level standards. For Doom II: Hell on Earth, released September 30, 1994, Romero designed several levels in the game's 32-map campaign, expanding on the original's mechanics with new weapons like the Super Shotgun and larger maps supporting up to 4 players in deathmatch. The expansion Master Levels for Doom II (December 1995) featured 20 levels, some sourced from external designers but curated under Romero's oversight. During this period, he also contributed to licensing id's engine for third-party titles like Heretic (1994), ensuring revenue streams. By 1995, Romero shifted toward Quake, co-designing early levels and advocating for a true 3D engine over Doom's 2.5D, with development starting in earnest after Doom's success. He created prototype maps emphasizing verticality and real-time lighting, but internal tensions over design priorities led to his departure in February 1996, before the game's June release. Romero's id tenure solidified shareware as a viable model and FPS as a dominant genre, with his levels and business acumen driving id's growth from a startup to a multi-million-dollar entity.

Ion Storm and Daikatana (1996–2001)

Following his departure from id Software in early 1996 after the release of Quake, John Romero co-founded Ion Storm, L.P. in Dallas, Texas, on November 15, 1996, alongside Tom Hall (also formerly of id), Todd Porter, and Jerry O'Flaherty. The studio positioned itself as a developer of innovative, high-budget games unbound by traditional constraints, adopting the motto "Design is a core value, not a gimmick" and placing full-page advertisements in gaming magazines to declare it was "designing the next generation" of titles. Ion Storm secured publishing deals, including with Eidos Interactive, and quickly expanded with a lavish office space featuring amenities like a basketball court, reflecting Romero's vision of a creative, rock-star-like environment for game development. Romero served as co-founder, designer, and producer at Ion Storm's Dallas studio, focusing primarily on Daikatana, a first-person shooter he envisioned as his ambitious follow-up to Doom and Quake, featuring time-travel across four eras with AI companions Superfly Johnson and Miko Kobayashi. Development began using a licensed Quake engine, targeting a late 1997 release, but Romero opted to switch to the more advanced Quake II engine after its 1997 launch, scrapping approximately 11 months of progress and necessitating a full rebuild. This contributed to repeated delays, pushing the target from March 1998 to later dates amid internal challenges, including team turnover, engine instability, and Romero's hiring of his then-girlfriend Stevie Case as a model and actress in the game. A 1997 promotional advertisement proclaiming "John Romero's about to make you his bitch" emphasized Romero's personal brand but alienated potential audiences and drew widespread criticism for its arrogance. Daikatana launched for Windows on May 23, 2000, published by Eidos, after exceeding a $25 million budget and three years of principal development. Initial U.S. sales reached 8,190 units by July 21, 2000, generating $271,982 in revenue, with cumulative figures around 40,000 copies by September—far below expectations for a title hyped as a genre-defining blockbuster. Contemporary reviews criticized its linear level design, intrusive companion AI that hindered gameplay, technical issues, and failure to innovate meaningfully despite Romero's pedigree, contributing to its reputation as a commercial and critical disappointment. A Nintendo 64 port followed in 2000, but inherited similar flaws and fared no better. The fallout strained Ion Storm's Dallas operations, with Eidos exerting pressure over escalating costs and delays. Romero and Hall departed the company on July 17, 2001, to pursue independent projects, after which the Dallas studio effectively shuttered, while the Austin branch continued under Eidos oversight. Romero later reflected on Daikatana's marketing missteps, issuing a public apology in 2010 for the controversial ad's tone.

Midway and Independent Work (2001–2015)

In July 2001, following his departure from Ion Storm, Romero co-founded Monkeystone Games with Tom Hall, Stevie Case, and Brian Moon to develop titles for emerging mobile platforms. The studio operated until January 2005, emphasizing portable interactive entertainment amid the nascent mobile gaming market, though specific released titles under Romero's direct involvement remain limited in documentation. In October 2003, Romero joined Midway Games as project lead for Gauntlet: Seven Sorrows, a 3D action game reviving the Gauntlet series with cooperative dungeon-crawling mechanics for PlayStation 2 and Xbox. He advanced to creative director of Midway's internal studio during development, which emphasized combo-based combat and narrative depth over the original arcade's simplicity. The game launched in December 2005, shortly after Romero's exit from the company at the end of June 2005, citing a desire for new independent pursuits. Post-Midway, Romero co-founded Gazillion Entertainment (initially under Slipgate Ironworks) in September 2005 with Bhavin Shah and others, targeting online and massively multiplayer online (MMO) games. The studio pursued browser-based and persistent-world projects, aligning with Romero's interest in scalable, community-driven experiences, though he departed in November 2010 without credited releases during his tenure. In November 2010, Romero established Loot Drop, Inc., alongside his wife Brenda Romero (née Brathwaite), shifting focus to social and casual games for platforms like Facebook. This venture reflected his stated pivot from "hardcore" audiences to broader casual markets, prioritizing accessible mechanics over complex FPS design. Loot Drop provided consulting services and developed lighter titles, operating through 2015 as Romero explored non-AAA development amid industry trends toward free-to-play and social integration.

Romero Games and Recent Ventures (2015–present)

In July 2015, John Romero and his wife Brenda Romero founded Romero Games, a video game development studio based in Galway, Ireland. The studio's initial release was Gunman Taco Truck in 2017, a mobile endless runner game where players manage a taco truck while defending against zombies. Romero Games followed with SIGIL in May 2019, a first-person shooter megawad for the classic Doom engine, serving as a spiritual successor to the original game's episodes. The project featured five new levels crafted by Romero, released initially as a free download with a paid soundtrack composed by Mick Gordon. The studio's first major commercial title, Empire of Sin, launched on December 1, 2020, published by Paradox Interactive. This turn-based strategy game is set in 1920s Prohibition-era America, where players build criminal empires through management, combat, and diplomacy among historical gangsters. Despite its ambitious scope, the game received mixed reviews for gameplay imbalances and technical issues at launch. In July 2022, Romero Games announced development of an original AAA first-person shooter using Unreal Engine 5, backed by a major publisher. The project aimed to deliver fast-paced, innovative gameplay drawing from Romero's id Software legacy. On July 3, 2025, the studio reported that its publisher—identified as Bethesda under Microsoft—canceled funding for the FPS alongside other unannounced projects, resulting in layoffs of the entire team and the studio being described as "completely closed." Romero noted this stemmed from broader Xbox division cuts targeting new FPS titles. However, by July 8, 2025, the studio had received interest from several publishers willing to support completing the game. As of late 2025, Romero Games continues work on the unannounced Unreal Engine 5 FPS. Romero has emphasized indie developers' role in innovating game design, influencing AAA trends through accessible tools like Unreal Engine.

Personal Life

Marriage to Brenda Romero and Family

John Romero married game designer Brenda Romero (née Garno, formerly Brathwaite) on October 27, 2012, following their engagement on March 24, 2012. The couple had known each other since 1987 and began their romantic relationship approximately thirteen years prior to their tenth wedding anniversary in 2022. Both Romero and his wife are prominent figures in the video game industry; Brenda Romero is a BAFTA award-winning designer known for titles such as the Jagged Alliance series, and the pair have collaborated professionally, including co-founding Romero Games in 2015. The Romeros form a blended family. John Romero has three biological children from prior marriages: Michael, born in 1988; Steven, born in 1989; and Lillia Antoinette, born in 1998. Brenda Romero has three children from her first marriage, including Donovan, whom the family has highlighted in contexts like showcasing his own game development efforts. Romero has publicly described himself as a father to six children total—Michael, Steven, Lillia, Maezza, Avalon, and Donovan—indicating his role in raising his wife's children as well. In 2016, the family relocated from the United States to Galway, Ireland, where Romero Games is based, citing factors such as a safer environment for their children compared to experiences with active shooter drills in American schools. The couple has emphasized family involvement in game development, with younger children participating in creative processes at home, reflecting their shared professional ethos.

Views on Game Industry and Culture

John Romero has advocated for independent developers as the driving force behind innovation in the video game industry, asserting in July 2025 that indies compel triple-A studios to rethink their approaches by demonstrating viable alternatives. He attributes this to the sector's expansion, with the global gaming market reaching $189 billion by 2025, facilitated by accessible tools such as Unreal Engine that lower barriers for small teams. Romero contrasts this with challenges in larger-scale development, noting in 2025 that even established figures like himself face funding instability, as evidenced by layoffs at Romero Games triggered by broader industry contractions linked to Microsoft decisions. In critiquing modern first-person shooters, Romero argued in 2019 that contemporary titles err by overly simplifying gameplay, such as frequently providing new weapons mid-match, which diminishes skill requirements and resembles role-playing mechanics more than pure action. He praised evolutions like battle royale modes for broadening accessibility to players averse to traditional high-difficulty shooters, while emphasizing that successful games must combine technical prowess with boundary-pushing design rather than relying solely on innovation. Regarding development practices, Romero rejects prototyping in favor of direct iteration—building and polishing the full game from the outset—to maintain momentum, a philosophy drawn from his experience producing over 130 titles. On work culture, Romero reflected in 2022 on the crunch during id Software's 1992 production of Wolfenstein 3D, where a small team voluntarily extended hours amid passion-driven intensity, but he expressed regret over the pace of his career, suggesting more selective project choices could foster deeper creativity. He views video games as the paramount entertainment medium, crediting early titles like Doom with shaping internet and gaming culture through ideas that persist in modern design. Romero maintains that games thrive by challenging conventions, undeterred by perennial skepticism toward provocative content.

Controversies

Departure from id Software

In June 1996, shortly after the release of Quake on June 22, Romero departed from id Software amid escalating tensions with co-founder John Carmack. The exit stemmed from creative divergences and burnout following an intense seven-month development crunch for Quake, during which Romero sought to expand beyond first-person shooters into broader design innovations, while the team prioritized leveraging the new 3D engine for a shooter to capitalize on market momentum. Carmack, citing irreconcilable differences in working styles and vision, directly requested Romero's resignation, stating he no longer wished to collaborate. Romero, already contemplating a departure to pursue unrestricted design ambitions alongside former id colleague Tom Hall, accepted the request without resistance. This aligned with his preexisting plans to establish a new studio focused on ambitious game concepts unhindered by id's technological constraints. Accounts from the period, including Romero's later reflections, portray the split as painful yet liberating, with Romero expressing a mix of sadness over leaving a successful team and excitement for future independence: "It sucked, but it was also exciting… I’m also excited about what I can possibly do without limitations on what design could do." The departure marked the end of id's original core partnership era, as Romero's role in level design and promotion had been pivotal to earlier successes like Doom. While some contemporaneous reports and retrospective analyses suggested broader company consensus or a formal vote among partners to oust Romero over perceived lack of focus during Quake's final stages—such as insufficient level contributions amid personal pursuits—the primary catalyst was the Carmack-Romero impasse. Romero has consistently maintained no regrets, viewing it as a necessary pivot that enabled his subsequent ventures.

Daikatana Hype, Delays, and Commercial Failure

Following his departure from id Software in 1996, John Romero co-founded Ion Storm in Dallas, Texas, with Daikatana positioned as the studio's flagship project and announced in 1997 as his ambitious first-person shooter endeavor. The game's marketing aggressively emphasized Romero's celebrity status from Doom and Quake, promising revolutionary AI companions, time-travel mechanics across eras from ancient Japan to futuristic settings, and innovative level design. A notorious 1997 print advertisement declared, "John Romero's about to make you his bitch. Suck it down," which sparked widespread controversy for its crude bravado, alienating potential audiences and drawing criticism from gaming media for overhyping unproven features while fostering resentment toward Romero personally. Development commenced in 1997 using a modified Quake engine, with an initial target release in late 1997 or early 1998, but the project encountered severe setbacks, including a mid-development switch to the Quake II engine after Romero viewed its E3 1997 demo, necessitating extensive rework of assets and code. Internal challenges compounded the issues: Ion Storm's "designer's plaything" philosophy prioritized creative freedom over disciplined processes, leading to scope creep, mismanagement, and high staff turnover, such as eight key team members departing in November 1998 amid delays and creative disputes. Further complications arose from parallel development of other titles like Anachronox and Deus Ex, straining resources; by April 2000, additional designers publicly resigned, citing ongoing technical hurdles with AI scripting and level integration. These factors pushed the release to May 23, 2000, over three years behind schedule. Upon launch, Daikatana earned mediocre reviews for buggy AI, repetitive gameplay, and outdated graphics relative to contemporaries like Half-Life and Unreal Tournament, failing to deliver on its hyped innovations. Commercially, it underperformed against expectations and costs estimated at around $30 million, with sales figures hovering near 200,000 units—insufficient to recoup investments amid Ion Storm's lavish spending on offices and recruitment. The flop exacerbated the studio's financial woes, prompting Eidos Interactive to acquire Ion Storm in 2001 and contributing to layoffs; Romero later acknowledged the ad campaign as a "terrible marketing decision" that amplified backlash without building genuine anticipation.

Legacy and Recognition

Technical Innovations and Industry Impact

Romero contributed to id Software's early engines by programming features for high-speed 3D rendering, as seen in Wolfenstein 3D (1992), which prioritized fluid first-person movement over complex visuals to achieve playable frame rates on 286 and 386 PCs. In Doom (1993), he advanced this by implementing non-orthogonal walls, enabling irregular room shapes that expanded level design possibilities beyond grid-based mazes, while maintaining rendering speeds of up to 35 frames per second on contemporary hardware. He also authored the complete DoomEd level editor on NeXTSTEP, introducing visual editing tools that allowed sectors, vertices, and textures to be manipulated interactively, drastically reducing iteration times from days to hours. For Quake (1996), Romero developed a full 3D level editor supporting polygonal geometry and binary space partitioning integration, which streamlined construction of multi-level environments and influenced subsequent engine toolsets. These innovations extended to networking, with Romero integrating peer-to-peer multiplayer into Doom in October 1993, enabling up to four players in deathmatch modes over LAN or modem, a feature that emphasized responsive, low-latency combat and set precedents for online competitive play. The open WAD file format in Doom, facilitated by Romero's tools, permitted seamless user modifications, spawning a modding ecosystem where custom levels could be built in minutes using exported editor data. Romero's advocacy for Doom's shareware model—releasing the first episode freely via bulletin board systems and early internet distribution—drove viral adoption, legitimizing direct-to-consumer sales and bypassing traditional publishers, which id Software executed by handling orders manually before scaling to commercial partnerships. This strategy not only generated revenue through episode registrations but also normalized episodic content and community-driven promotion, influencing indie distribution models and the rise of free-to-play precursors. His emphasis on speed-optimized design and accessible tools helped codify the first-person shooter genre's core mechanics—fast pacing, modular levels, and emergent multiplayer—impacting titles from Half-Life (1998) onward and fostering esports foundations through deathmatch tournaments. The enduring modding legacy, with active Doom ports like GZDoom supporting modern hardware, underscores how Romero's approachable engineering principles sustained community innovation decades later.

Awards, Honors, and Memoir Reflections

In 2023, Romero received the Lifetime Achievement Award at the Game Developers Choice Awards, recognizing his design and development of more than 100 published games, including genre-defining titles such as Doom (1993) and Quake (1996). The games created under his involvement at id Software have collectively earned over 100 industry awards. Doom was inducted into the World Video Game Hall of Fame at The Strong National Museum of Play in 2015. Quake followed with induction in 2025, an event Romero described as a "huge honor" on behalf of the original development team. Romero published his memoir Doom Guy: Life in First Person in 2023, offering first-person reflections on his early life, the rapid evolution of game development from shareware models to commercial successes, and pivotal career moments including the 1996 departure from id Software and the delays leading to Daikatana's (2000) underperformance. In the book, he attributes his enduring nickname "DOOM Guy" to the cultural impact of Doom's fast-paced, multiplayer-driven gameplay, while expressing sustained enthusiasm for gaming as "the greatest entertainment medium ever created." Romero uses the memoir to underscore lessons from industry volatility, such as the risks of overhyping projects without sufficient team alignment, drawn from personal experience rather than external critiques.

References

  1. https://doomwiki.org/wiki/John_Romero
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