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John Romero, profile picture

John Romero

Work
Romero Games, profile picture
President
August 2013 - Present
Galway, Ireland
Loot Drop, profile picture
President
November 15, 2010 - Present
Galway, Ireland
Loot Drop is an independent social game development studio founded in November 2010 by game industry veterans Brenda Garno Brathwaite and John Romero, who each have 30 years in the game industry. Our...
  • Cloudforest Expedition
  • Ghost Recon Commander
LOLapps, profile picture
Lead Game Designer
August 1, 2010 - February 23, 2011
San Francisco, California
Consultant for 7 months. I came here to take a partially developed codebase and turn it into a game.
  • Critter Island
    In Aug 2010
    I picked out the music for the game just before it shipped.
  • Ravenwood Fair
    Aug 1, 2010 to Feb 23, 2011
    From August 1 to October 19, I designed, art directed, did all audio, and led the 12-person dev team to produce Ravenwood Fair. Stayed until the end of February 2011 to oversee Live Development of the game through to Ravenstone Mine's release.
Gazillion Entertainment, profile picture
Co-Founder, EVP of Game Development
September 2005 - November 2010
San Mateo, California
  • Redwood
    Sep 15, 2005 to Oct 15, 2010
    Unreleased MMORPG
Monkeystone Games, profile picture
Co-Founder/CEO
July 2001 - January 2005
Quinlan, Texas
  • Red Faction (NGage)
    Jan 2003 to Oct 2003
  • Cartoon Network Block Party
    Mar 2002 to Jul 2003
  • Congo Cube
    Jan 2002 to Aug 2002
  • Hyperspace Delivery Boy
    Aug 2001 to Dec 2001
Ion Storm, profile picture
Founder, Chairman & CEO
November 15, 1996 - July 31, 2001
Dallas, Texas
Built a game development company with 3 other lead designers, and game teams to work on 4 games simultaneously. Handled most of Eidos QA duties during this time. Had both Dallas and Austin offices.
  • Anachronox
    Aug 2000 to Jul 31, 2001
    Tom Hall's epic RPG that got excellent critical reviews, but sold poorly due to Eidos' sparse marketing effort. I did some team management, lots of scripting and level design.
  • Vade's Wrath/Game X
    Apr 2000 to Jul 2000
    Started building prototype game designed as a totally online multiplayer game with persistent player data.
  • daikatana
    Jan 1997 to Apr 2000
    Started designing game in January 1997, and shipped game in April 2000 - just over 3 years. The game's development withstood insane internal turmoil, but did release to harsh critical reviews. Despite this, the game is loved by many.
QuakeCon, profile picture
Co-founder
August 1, 1996 - 1997
Id Software, profile picture
Co-founder
February 1991 - August 1996
Mesquite, Texas
  • Quake
    Dec 1994 to Jun 1996
  • Doom II
    Jan 1994 to Sep 1994
  • Doom
    Jan 1, 1993 to Dec 10, 1993
    The seminal shooter, DOOM took one year and a lot of hard work to create. It changed the world.
  • Wolfenstein 3D
    Jan 1992 to Jun 1992
  • Commander Keen 4-6
    Jun 1991 to Dec 1991
  • Commander Keen 1-3
    Sep 1990 to Dec 1990
Softdisk, profile picture
Software engineer
March 20, 1989 - January 31, 1991
Shreveport, Louisiana
Magazine on-a-disk publisher from 1980-2004.
  • Dangerous Dave in the Haunted Mansion
    Jan 1, 1991 to Feb 28, 1991
    Dave's second adventure, half of it done at Softdisk and the other half done at id Software (started Feb 1, 1991).
  • shadow knights
    Nov 1, 1990 to Dec 31, 1990
    Our first side-scrolling game for Gamer's Edge. This one was a great ninja action game.
  • Slordax
    Sep 1, 1990 to Oct 31, 1990
    Our first vertical scrolling game, and first game as a real team. Me, John Carmack, Adrian Carmack, and Tom Hall.
  • Dangerous Dave (PC)
    Aug 1, 1990 to Aug 31, 1990
    The PC version of my 1988 Apple II game, Dangerous Dave, is on the debut disk of Gamer's Edge.
  • Pyramids of Egypt (PC)
    Aug 1, 1989 to Aug 31, 1989
    A game conversion from my 1985 Apple II game (published on UpTime). CGA graphics. The entire game is coded all in 80x86 assembly.
  • Twilight Treasures (PC)
    May 1, 1989 to May 31, 1989
    A game conversion from my 1987 game Twilight Treasures (published in Nibble) to the PC. The game was coded in Pascal and the CGA graphics in 80x86 assembly.
  • Magicboxes
    Apr 1, 1989 to Apr 30, 1989
    A game conversion from Apple II to PC for my very first PC game ever. Coded in Pascal and colored text mode.
Origin Systems, Inc., profile picture
Software engineer
November 1987 - June 1988
Londonderry, New Hampshire
Worked on game conversion from Apple II to Commodore 64 where I had to build a hardware cable and software to transfer game data between computers. Worked on original game Space Rogue. Helped to name...
  • Space Rogue
    Mar 1988 to Jun 1988
    Worked on game tools for NPC editing.
  • 2400 A.D.
    Nov 1987 to Mar 1988
    Conversion from the Apple II to the Commodore 64. Canceled due to low unit sales. Resurrected in August 1988 with a 3rd-party developer.
Education
Sierra College, profile picture
Computer science
Class of 1987
Salt Lake Community College, profile picture
ADP (company)
Class of 1985
Places Lived
Galway, Ireland, profile picture
Ben Lomond, California, profile picture
San Bruno, California, profile picture
Redwood City, California, profile picture
Dallas, Texas, profile picture
Madison, Wisconsin, profile picture
Shreveport, Louisiana, profile picture
Londonderry, New Hampshire, profile picture
Yuba City, California, profile picture
Midvale, Utah, profile picture
Needingworth, profile picture
Swavesey, profile picture
Tucson, Arizona, profile picture
Rocklin, California, profile picture
About John
follow me on Twitter: http://twitter.com/romero

visit my site: http://Romero.com
Favorite Quotes
"I feel more like I do now than I did before." - Al Romero