
John Romero
Photos
Work
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 IslandIn Aug 2010I picked out the music for the game just before it shipped.
- Ravenwood FairAug 1, 2010 to Feb 23, 2011From 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.
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.
- AnachronoxAug 2000 to Jul 31, 2001Tom 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 XApr 2000 to Jul 2000Started building prototype game designed as a totally online multiplayer game with persistent player data.
- daikatanaJan 1997 to Apr 2000Started 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.
Co-founder
February 1991 - August 1996
Mesquite, Texas
- QuakeDec 1994 to Jun 1996
- Doom IIJan 1994 to Sep 1994
- DoomJan 1, 1993 to Dec 10, 1993The seminal shooter, DOOM took one year and a lot of hard work to create. It changed the world.
- Wolfenstein 3DJan 1992 to Jun 1992
- Commander Keen 4-6Jun 1991 to Dec 1991
- Commander Keen 1-3Sep 1990 to Dec 1990
Software engineer
March 20, 1989 - January 31, 1991
Shreveport, Louisiana
Magazine on-a-disk publisher from 1980-2004.
- Dangerous Dave in the Haunted MansionJan 1, 1991 to Feb 28, 1991Dave's second adventure, half of it done at Softdisk and the other half done at id Software (started Feb 1, 1991).
- shadow knightsNov 1, 1990 to Dec 31, 1990Our first side-scrolling game for Gamer's Edge. This one was a great ninja action game.
- SlordaxSep 1, 1990 to Oct 31, 1990Our 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, 1990The 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, 1989A 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, 1989A 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.
- MagicboxesApr 1, 1989 to Apr 30, 1989A game conversion from Apple II to PC for my very first PC game ever. Coded in Pascal and colored text mode.
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 RogueMar 1988 to Jun 1988Worked on game tools for NPC editing.
- 2400 A.D.Nov 1987 to Mar 1988Conversion from the Apple II to the Commodore 64. Canceled due to low unit sales. Resurrected in August 1988 with a 3rd-party developer.
About John
follow me on Twitter: http://twitter.com/romero
visit my site: http://Romero.com
visit my site: http://Romero.com
Favorite Quotes
"I feel more like I do now than I did before." - Al Romero




