John Romero will take the audience through the short timeline of creating this "watershed moment in gaming history," showing just how much happened during the game's development rollercoaster ride. Wolfenstein 3D showed the world that the PC could play a new kind of game that no other machine could replicate, a legacy that continues to this day.
With the release of DOOM and DOOM II, id software were masters of mayhem, riding high and unstoppable. They would soon begin work on Quake, an ambitious truly 3D FPS that would seek, once again, to redefine the state of the art. Released in 1996, Quake introduced the world to 3D mouse look, 60fps 3D texture-mapped rendering with lighting, and internet multiplayer with a client/server architecture. With its release came the birth of eSports as clans and competitions sprung up worldwide. Over twenty years later, it is still acknowledged as one of gaming’s masterworks. In this talk, id co-founder and Quake designer John Romero takes the audience through the rollercoaster that was Quake’s creation and reveals why it brought about the end of the Original id.
As a young child in Tucson, Arizona, young John Romero discovers the magic of arcades. Whenever he can, he drops his quarters into the machines and, to make the experience last as long as possible, he concentrates on being good, really good. By the time the family moves to Rocklin, California, his initials, “AJR”, are on the top of every machine’s leaderboard all over town. That love of games leads to a love for programming, and by the age of 11, Romero is making his first game. Nearly four decades later, he is still making them. From arcade to college mainframe, from the Apple II to the Apple iPhone, from Dangerous Dave to DOOM, Romero’s career has both followed and forged the industry as we know it. In this talk, Romero explores the industry through the lens of his career, past and present, and speculates on the its future.
Programming Principles: As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one an
“Does it run DOOM?” is the oft-heard phrase as it is the canonical first-port for any system, be it a toaster, touch bar or printer. Programmer, game designer, level designer and DOOM II final boss John Romero delivers a postmortem on the game showing rarely seen material, memorializing its immersive but nerve-wracking 3D environments, networked multiplayer deathmatches, demonic imagery and themes, Barney WADs, exploding barrels, and BFG 9000.
The life story of video gaming’s original rock star is coming to the screen. John Romero is known as the godfather of first-person shooter and for his pioneering work on titles including Doom, Wolfenstein 3D and Quake. The book telling his life story is now being worked up as both a doc and a scripted series.
We are happy to assist you with your interest in booking a speaker or celebrity for your event, your organization, and the type of talent you would like to secure, and an agent will be in touch shortly.
Fill out the form below to or call us at 1-800-698-2536 if need immediate assistance.
We respond to most inquiries within 4 hours. Under special circumstances, it may take up to 24 hours.
This website is a resource for event professionals and strives to provide the most comprehensive catalog of thought leaders and industry experts to consider for speaking engagements. A listing or profile on this website does not imply an agency affiliation or endorsement by the talent.
All American Entertainment (AAE) exclusively represents the interests of talent buyers, and does not claim to be the agency or management for any speaker or artist on this site. AAE is a talent booking agency for paid events only. We do not handle requests for donation of time or media requests for interviews, and cannot provide celebrity contact information.