DOOM co-creator John Romero on a brutal childhood, teaching himself code at 11, and inventing high-speed 3D gaming at id Software.

John Romero — Game designer and programmer; co-founder of id Software and co-creator of Wolfenstein 3D, DOOM, and Quake; author of the memoir DOOM Guy: Life in First Person.
John Romero recounts his hardscrabble childhood in Tucson with an alcoholic, abusive biological father, then his discovery of computers at a college lab at age 11 in 1979 where he taught himself to code from a BASIC book. He explains how he landed a programming job at a Cold War Aggressor Squadron on day two of his sophomore year, and how he and three others founded id Software in 1991, shipping 13 games that year by relying on a decade of experience, tight scoping, and a no-prototypes philosophy. The conversation digs deep into the technical and design breakthroughs behind smooth high-speed 3D rendering, Wolfenstein 3D, and DOOM, including the famous press release issued before a single line of DOOM was written. Romero also discusses living with hyperthymesia, the late addition of multiplayer to DOOM, and his burnout-driven departure from id Software after shipping Quake in 1996.
Books, products and media the guest or host genuinely endorsed here — with the buy link.
Affiliate link — we may earn a commission at no extra cost to you.
id Software (inferred)
“The first 3D game that we made was called Hovertank One, and that was just to get our feet wet in 3D” — John Romero 00:25:02Find it on Amazon
id Software (inferred)
“When we're coming up with the design of the game, let's say in this case it's Wolfenstein 3D” — John Romero 00:33:45Find it on Amazon
id Software (inferred)
“Right after Wolfenstein 3D, we made Spear of Destiny. That took us two months. That was number 88.” — John Romero 00:38:41Find it on Amazon
id Software (inferred)
“we're going to start working on this new game that we called DOOM” — John Romero 00:44:36Find it on Amazon
“one of the greatest mods that has been created was released not that long ago, this year. Incredible. It's called MyHouse.WAD” — John Romero 01:07:21Find it on Amazon
id Software (inferred)
“We started making the last game that I had worked on, at id Software's named Quake, and we started working on Quake in 1995” — John Romero 01:07:56Find it on Amazon
id Software (inferred)
“He had already kind of started planning the technology at the end of '94 when we were finishing DOOM II” — John Romero 01:07:56Find it on Amazon
id Software (inferred)
“we pioneered the idea of an engine in 1990 with our original Commander Keen game. We started calling it an engine even before we launched Keen” — John Romero 01:13:22Find it on Amazon
John Romero (inferred)
“What led you to want to write your memoir, DOOM Guy: Life in First Person? What were the reasons for wanting to write this book” — Tim Ferriss 01:19:53Find it on Amazon