John Romero
where else to find them
website:https://romerogames.com
website:https://t.co/d7iJN1tvGy
github:JanJanR
bluesky:johnromero.bsky.social
x:romero
linkedin:john-romero-a6951474
what they talk about
all 8 in the filters
where they keep going back
- code.talks3 editions2019–2024
- WeAreDevelopers World Congress2 editions2019–2025
all 7 in the filters
on a stage with
- Benjamin Ruschinonce
- Brenda Romeroonce
- Christine Catastaonce
all 12 in the filters
who talks about the same things
- Rami Ismail16 talks
- Laurent Victorino4 talks
- Mark Cerny4 talks
- Brenda Romero5 talks
- David Whitney26 talks
- Graham McAllister3 talks
| title | conference | date |
|---|---|---|
| Outsmarting the System: What Game Cheaters Can Teach Us About Cyber Security | WeAreDevelopers World Congress 2025 | 2025-07-09 |
Games lose an estimated $29B lost revenue annually and studios spend $13.5B on anti-cheat while a shadow $76 million cheatware operation shows cheats run like… | ||
| Fireside Chat | WeAreDevelopers World Congress 2025 | 2025-07-09 |
Don't imitate others; original ideas and finish something are singled out as the clearest path into games. Indies and festivals like IndieCade, IGF and GDC… | ||
| What AI Can, Can’t, and Shouldn’t Do for Games | code.talks 2024 | 2024-09-19 |
GDC survey shows nearly half of studios report using generative tools like GitHub Copilot, ChatGPT and Adobe generative fill, with 31% of developers using them… | ||
| What AI Can, Can’t, and Shouldn’t Do for Games | C3 Dev Festival 2024 | 2024-06-14 |
Survey numbers, concrete studio policies, and concrete examples drive the talk: nearly half of studios report some generative AI use, 31% use it personally… | ||
| John Romero's Room | C3 Dev Festival 2024 | 2024-06-14 |
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| DOOM Postmortem: 30 Years of DOOM | Infobip Shift 2023 | 2023-09-18 |
A month-by-month 1993 postmortem of Doom explains concrete choices: development on NeXT using a custom level editor DoomEd, textured sprites scanned from toy… | ||
| DOOM GUY: Life in First Person | code.talks 2023 | 2023-09-14 |
Grows up in Tucson, learns BASIC on Apple II, ships 51 hobby games by 1987, joins Origin then co-founds id; implements smooth scrolling on PC (Commander Keen)… | ||
| Fireside chat with | Shift Miami 2023 | 2023-05-23 |
Autobiography releases July 18 and chronicles early mainframe programming at age 11, decade-long assembly work, and the switch to C while still hand‑optimizing… | ||
| The Early Days of id Software: Programming Principles | Strange Loop 2022 | 2022-09-22 |
Chronicles concrete practices not platitudes: claims that constantly shippable code and “no prototypes” speed delivery; tools actually built (Ted tile editor… | ||
| Day 3 | WeAreDevelopers Live Week | 2020-05-25 |
Day 3 packs practical takeaways: an insurance anomaly system uses unsupervised ML (robust PCA/autoencoder style), spends ~70% effort on feature engineering… | ||
| The Early Days of Id Software: Programming Principles | code.talks 2019 | 2019-10-24 |
Five concrete rules and concrete outcomes: build games with no prototypes and maintain constantly shippable code, bulletproof the engine with defaults so the… | ||
| The Quake Postmortem: The End of the Original Id | WeAreDevelopers World Congress 2019 | 2019-06-06 |
Quake development pivots from idea to shipping engine: FPU-accelerated 3D on Pentium ~90MHz with 8MB RAM, a true client‑server multiplayer architecture, and an… | ||
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