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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.

pc designerprogrammerid-software 1990–present

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

TitleYearRole
Commander Keen1990Design, programming
Wolfenstein 3D1992Design
Doom1993Lead design
Quake1996Design

Design philosophy

PrincipleApplication
SpeedFast player movement
AggressionPush forward gameplay
ExplorationSecrets reward curiosity
FlowNon-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)

AspectReality
HypeEnormous
DevelopmentTroubled
ReceptionPoor
LegacyCautionary tale

“John Romero’s about to make you his bitch” campaign backfired.

Later career

PeriodWork
2000sVarious projects
2010sMobile games, Romero Games
2015Return to Doom level design
CurrentContinued 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

See also