John Romero
id Software co-founder
John Romero co-founded id Software and designed levels for Commander Keen, Wolfenstein 3D, Doom, and Quake, defining the first-person shooter genre.
Overview
John Romero’s level design helped define how players navigate 3D spaces. With id Software, he created iconic maps for Doom and Quake while John Carmack built the engines. Their partnership revolutionised gaming before a spectacular public falling out. Romero’s design philosophy—fast, violent, fun—shaped the FPS genre.
Fast facts
- Born: 1967, Colorado, USA.
- Company: id Software (co-founder).
- Partner: John Carmack (programming).
- Design style: Fast, aggressive action.
Major works
| Title | Year | Role |
|---|---|---|
| Commander Keen | 1990 | Design, programming |
| Wolfenstein 3D | 1992 | Design |
| Doom | 1993 | Lead design |
| Quake | 1996 | Design |
Design philosophy
| Principle | Application |
|---|---|
| Speed | Fast player movement |
| Aggression | Push forward gameplay |
| Exploration | Secrets reward curiosity |
| Flow | Non-linear progression |
Doom level design
Romero’s maps featured:
- E1M1’s perfect introduction
- Non-linear exploration
- Secret areas
- Memorable layouts
The two Johns
Romero and Carmack partnership:
- Carmack: Engine technology
- Romero: Game design, levels
- Complementary skills
- Creative tension
Departure from id
Left id Software (1996):
- Creative differences
- Ion Storm founding
- Daikatana development
- Industry controversy
Daikatana (2000)
| Aspect | Reality |
|---|---|
| Hype | Enormous |
| Development | Troubled |
| Reception | Poor |
| Legacy | Cautionary tale |
“John Romero’s about to make you his bitch” campaign backfired.
Later career
| Period | Work |
|---|---|
| 2000s | Various projects |
| 2010s | Mobile games, Romero Games |
| 2015 | Return to Doom level design |
| Current | Continued development |
Return to form
Recent work:
- Doom WADs (community levels)
- Sigil (2019) Doom episode
- Romero Games (with Brenda Romero)
- Industry respect regained
Design influence
Romero established:
- FPS level design language
- Secret area conventions
- Flow-based map design
- Arena shooter pacing