John Romero | |
|---|---|
Romero at theGame Developers Conference in 2022 | |
| Born | Alfonso John Romero (1967-10-28)October 28, 1967 (age 58) |
| Occupation(s) | Video game designer, programmer |
| Known for | id Software,Ion Storm,Romero Games |
| Notable work |
|
| Spouses | |
| Partner | Stevie Case (1998–2003) |
| Children | 3 |
| Website | romero |
Alfonso John Romero (born October 28, 1967)[1] is an Americanvideo game developer. He co-foundedid Software and designed their early games, includingWolfenstein 3D (1992),Doom (1993),Doom II (1994),Hexen (1995) andQuake (1996). His designs and development tools, along with programming techniques developed by the id programmerJohn Carmack, popularized thefirst-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".
Following disputes with Carmack, Romero was fired from id in 1996. He co-founded a new studio,Ion Storm, and directed the FPSDaikatana (2000), which was a critical and commercial failure. Romero departed Ion Storm in 2001. In July 2001, he and another former id employee,Tom Hall, foundedMonkeystone Games to develop games formobile devices.
In 2003, Romero joinedMidway Games as the project lead onGauntlet: Seven Sorrows (2005), and left shortly before its release. He founded another company,Gazillion Entertainment, in 2005. In 2016, Romero and another former id employee,Adrian Carmack, announced a new FPS,Blackroom, but it was cancelled after failing to find a publisher.
Romero was born on October 28, 1967, six weeks premature,[1] inColorado Springs, Colorado. He has said that he has Mexican,Yaqui, andCherokee grandparents.[2][3] His mother, Ginny, met Alfonso Antonio Romero when they were teenagers inTucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.[4]
Among Romero's early influences, thearcade video gameSpace Invaders (1978), with its "shoot the alien" gameplay, introduced him to video games.[5]Namco'smaze chase arcade gamePac-Man (1980) had the biggest influence on his career,[6] as it was the first game that got him "thinking about game design."[5]Nasir Gebelli (Sirius Software,Squaresoft) was his favorite programmer and a major inspiration, with Gebelli's fast 3D programming work forApple II games, such as theshootersHorizon V (1981) andZenith (1982), influencing Romero's later work at id Software.[7] Other influences include programmerBill Budge,[7]Shigeru Miyamoto'sSuper Mario games, and thefighting gamesStreet Fighter II,Fatal Fury,Art of Fighting[8] andVirtua Fighter.[9]

John Romero started programming games on anApple II he got in 1980.[9] The first game he wrote was an unpublished clone of the arcade gameCrazy Climber.[5] His first published game,Scout Search, appeared as atype-in program in the June 1984 issue of Apple II magazineinCider. At least 12 of his games published for print and disk magazines were developed under the name Capitol Ideas Software. He entered a programming contest inA+ magazine during its first year of publishing with his gameCavern Crusader. The first game Romero created that was eventually published wasJumpster inUpTime.Jumpster was created in 1983 and published in 1987, makingJumpster his earliest created, then published, game.[11]
Romero's first industry job was atOrigin Systems in 1987 after programming games for eight years.[12] He worked on the Apple II toCommodore 64 port of2400 A.D.,[9] which was eventually scrapped due to slow sales of the Apple II version. Romero then moved ontoSpace Rogue, a game byPaul Neurath. During this time, Romero was asked if he would be interested in joining Paul's soon-to-start company Blue Sky Productions, eventually renamedLooking Glass Technologies.[13] Instead, Romero left Origin Systems to co-found a game company named Inside Out Software,[13] where he portedMight & Magic II from the Apple II to the Commodore 64. He had almost finished the Commodore 64 to Apple II port ofTower Toppler, butEpyx unexpectedly cancelled all its ports industrywide due to their tremendous investment in the first round of games for the upcomingAtari Lynx. During this short time, Romero did the artwork for theApple IIGS version ofDark Castle, a port from the Macintosh. During this time, John and his friend Lane Roathe co-founded a company namedIdeas from the Deep and wrote versions of a game calledZappa Roidz for the Apple II, PC and Apple IIGS. Their last collaboration was an Apple II disk operating system (InfoDOS) for Infocom's gamesZork Zero,Arthur,Shogun andJourney.[citation needed]
Romero moved toShreveport, Louisiana, in March 1989 and joinedSoftdisk as a programmer in its Special Projects division.[13] After several months of helping the PC monthly disk magazineBig Blue Disk, he officially moved into the department until he started a PC games division in July 1990 named Gamer's Edge (originally titled PCRcade). Romero hiredJohn Carmack into the department from his freelancing in Kansas City, movedAdrian Carmack (no relation) into the division from Softdisk's art department, and persuadedTom Hall to come in at night and help with game design. Romero and the others left Softdisk in February 1991 to formid Software.[14]
There it was, the familiar milieu of Super Mario Brothers 3: pale blue sky, the puffy white clouds, the bushy green shrubs, the animated tiles with little question marks rolling over their sides and, strangely, his character Dangerous Dave standing ready on the bottom of the screen. Romero tapped his arrow key, moved Dave along the floor, and watched him scroll smoothly across the screen. That’s when he lost it.[4]
Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, includingCommander Keen,Wolfenstein 3D,Doom,Doom II: Hell on Earth andQuake.[14] He served as executive producer (and game designer) onHeretic andHexen. He designed most of the first episode ofDoom, a quarter of the levels inQuake,[9] and half the levels inCommander Keen andWolfenstein 3D:Spear of Destiny. He wrote many of the tools used at id Software to create their games, including DoomEd (level editor),QuakeEd (level editor), DM (for deathmatch launching),DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for theCommander Keen series,Wolfenstein 3D: Spear of Destiny), IGRAB (for grabbing assets and putting them inWAD files), the installers for all the games up to and includingQuake, the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers.[15] Romero is also credited with coining the multiplayer term "deathmatch".[4]
In level 30 ofDoom II, "Icon of Sin", theboss is supposed to be a giant demon head with a fragment missing from its forehead. When first viewing the demon, a distorted and demonic message is played, which is actually John Romero saying "To win the game, you must kill me, John Romero!", reversed and distorted to sound like a demonic chant. One can use the "noclip" cheat to enter the boss and see Romero's severed head which is skewered on a post. The player defeats the boss (without the noclip cheat) by shooting rockets into its exposed brain after activating a lift and riding it. Romero's head functions as its hit detection point; when he "dies", the boss is killed and the game is finished. In the 2013 IGNDoom playthrough to celebrateDoom's 20th anniversary, Romero shared the backstory behind the inclusion of his head as the final boss and the reversed sound effect – they were both a result of in-joke pranking between development team members.[16]
During the production ofQuake, Romero clashed with John Carmack over the future direction of id. Romero wanted the game to follow his demanding vision without compromise, but Carmack insisted that the project had to make steady progress toward completion and accused Romero of not working as much as the other developers. Although Romero relented on his vision and joined a months-longcrunch effort to finish the game, this did not resolve the tensions within the company, and Romero was forced to resign.[4] In a 1997 interview, Romero said, "Leaving after finishingQuake was the right choice — leaving after finishing a hit game. I keep on good terms with the id guys and it was pretty easy because we've been friends for years."[17] In 2022, during a conversation with podcasterLex Fridman, Carmack stated that, in hindsight, he regrets the way he dealt with the firing of Romero, citing immaturity and lack of understanding ofcorporate structure as the primary causal factors. Additionally, Carmack clarified that both he and Romero were currently on good terms.[18]
Romero co-foundedIon Storm inDallas, Texas with another id co-founder,Tom Hall, where he designed and produced the first-person shooterDaikatana.[14] It was announced in 1997 with a release date for the Christmas shopping season of that year. However, this release date slipped repeatedly in the coming months, and the game began to accrue negative press. In 2010,Gamesauce featured Romero on its cover and contained an in-depth interview with Romero written byBrenda Brathwaite.[19] In the interview, Romero publicly apologized for the infamousDaikatana advertisement. In particular, a 1997 advertisement boasting "John Romero's About To Make You His Bitch....Suck it down" caused controversy in the press and public.[20]
The massive pre-hype for the game and the subsequent delays (it was not released until April 2000) were compounded by the poor reviews the game received when it was finally complete.[21]Daikatana was panned and appeared on numerous "top 10 worst games" listings. During this time, Romero was rumored to have been killed and a photograph of his corpse with a bullet wound was also spread through the Internet. The picture was taken for the magazineTexas Monthly.[22] In 2001, Romero and Hall departed after the release of Hall'sAnachronox game and the subsequent closing of the Dallas Ion office.[citation needed]
In July 2001, Romero and Hall foundedMonkeystone Games to develop and publish games formobile devices. Monkeystone released approximately 15 games during the three-and-a-half-year lifespan of the company. Some highlights of their developments includedHyperspace Delivery Boy! (Pocket PC, Windows, Linux),Congo Cube (Pocket PC, PC,BREW,Java ME), and a version ofRed Faction for the NokiaN-Gage. He and his girlfriend,Stevie Case, broke up in 2003, and she left the company in May whileRed Faction development continued until October. John then left Monkeystone Games' day-to-day operations to Lucas Davis while Romero and Hall left for Midway in San Diego.[23]
In mid-October 2003, Romero joinedMidway Games as project lead onGauntlet: Seven Sorrows. While he continued to maintain his working relationship with Monkeystone, Lucas Davis took over running the office. The Monkeystone team moved toAustin, Texas to work on Midway'sArea 51 title until its release. Monkeystone Games closed down in January 2005. Romero moved from project lead to creative director of internal studio during this time. At the end of June 2005, Romero left Midway Games mere months before the completion ofGauntlet: Seven Sorrows.[24]
On August 31, 2005, Romero confirmed[25] that he was working on a yet-to-be-announcedMMOG at his newly opened development studio, Slipgate Ironworks. It was reported that the name was temporary. "For the record," Romero wrote, "I'm co-founder of a new game company in theBay Area and am much better off in many ways than I was at Midway". He said that he would not reveal anything about the company or the game until 2007. On March 17, 2009, it was announced that Slipgate Ironworks was part ofGazillion Entertainment.[26] Along with venture capitalist Rob Hutter and investor Bhavin Shah, Romero was a co-founder[27] of Gazillion. On July 22, 2006, John Romero and former co-workerTom Hall guest hosted episode 53 of thepodcastThe Widget.[28] Romero departed Gazillion Entertainment in November 2010 to form a social game company calledLoot Drop alongsideBrenda Brathwaite.[29] Hall joined the company on January 1, 2011.[30]
Romero was the Chairman of the Board for theCyberathlete Professional League (CPL) for ten years. On December 20, 2006, John Romero announced a new FPS project for the CPL titledSeverity for both consoles and PC.[31] It was announced that Tom Mustaine (ex-Studio Director atRitual Entertainment) would act as Director of Game Development at CPL's new studio. It was stated thatSeverity would be a multiplayer first person shooter, and that the game would be built on technology licensed from id Software. In October 2009,Angel Munoz, founder of the CPL stated thatSeverity was no longer being produced because they were not able "to convince game publishers of its value".[32]
Romero guest-edited the March 2010 issue of the British magazineRetro Gamer.[citation needed] In August 2014, Romero said he planned to make a new FPS.[33] In April 2016, he announced a partnership with the former id artistAdrian Carmack to create the FPSBlackroom,[34] describing their vision as a visceral, varied and violent shooter that harkens back to classic FPS play with a mixture of exploration, speed, and intense combat. They hoped to raise $700,000 (~$858,696 in 2024) viaKickstarter to see the project to completion and anticipated a launch in late 2018.[35] The Kickstarter campaign was cancelled four days after its launch.[36] In 2023, Romero confirmed in his autobiography,Doom Guy: Life in First Person, that while a demo had existed and was shown to publishers, no publishers expressed interest in funding the game after the Kickstarter cancellation, and the game was fully cancelled after that behind-closed-doors demo.[citation needed]
On 2017, Romero won the Bizkaia Award at theFun & Serious Game Festival, which takes place in the Spanish city of Bilbao.[37] Romero and his wife Brenda Romero establishedRomero Games on August 11, 2015.[38] They publishedGunman Taco Truck in 2017,SIGIL in 2019, andEmpire of Sin in 2020.[citation needed] In March 2022, in response to the2022 Russian invasion of Ukraine, Romero created a new level ofDoom II which was subsequently listed for sale through his personal website. Romero stated that all proceeds would be donated to the Ukrainian Red Cross and the UN Central Emergency Response Fund.[39]

In January 2004, Romero married Raluca Alexandra Pleșca, originally fromBucharest, Romania. They divorced in 2011. Romero and game developerBrenda Brathwaite became engaged on March 24, 2012, and married on October 27, 2012.[40][41][42][43] Together, they worked onRavenwood Fair, with Romero as Lead Designer and Brathwaite as Creative Director and Game Designer. They also founded social game development company Loot Drop in November 2010, and worked onCloudforest Expedition andGhost Recon Commander together.[29] Romero has three children from two previous marriages: Michael, born in 1988, Steven, born in 1989, and Lillia Antoinette, born in 1998.[citation needed]
Romero's long hair has been a source of both admiration and derision for his fans. John guest-answeredPlanet Quake's "Dear Mynx" column, in which a female fan asked for hair care tips.[44] Romero cut his hair short in 2002 and donated it toLocks of Love.[45]
Discussion boards such asDoomworld andBeyondUnreal had threads discussing his new look at the time, although he began to grow it back to its original length in 2003. On January 11, 2022, Romero gave a statement via Twitter on the subject of his hair, to coincide with the 120th anniversary of William Arthur Jones' "Indian haircut order" of 1902.[46][47] In the statement, Romero said: "I wear my hair long as a proud Yaqui and Cherokee man, and will continue to do so until the day I die."[48]
In 2000, during the development ofDaikatana, Romero listedUltima V: Warriors of Destiny,Super Mario Bros. 3,Age of Empires,Duke Nukem 3D andChrono Trigger as his favorite games of all time, withChrono Trigger topping the list.[49] In 2017, Romero listedWorld of Warcraft andMinecraft as his favorite games of all time.[50]
Romero's favorite programming language as of 2017 isLua.[51] Romero says he hashyperthymesia.[52][53] Romero is anatheist.[54] He also claimed that everyone involved at working on the originalDoom was an atheist (although game designerSandy Petersen is aMormon).[55] On December 19, 2023, Romero acquired Irish citizenship, after living there for about eight years.[56]
Romero was referenced in the 2020 video gameDoom Eternal as King Ormero.[57]
| Date | Award | Description |
|---|---|---|
| 2023 | Lifetime Achievement Award | Awarded at GDC 2023[58] |
| 2017 | Bizkaia Award | Awarded at the Fun & Serious Game Festival[37] |
| 2017 | Development Legend | Awarded at Develop:Brighton[59] |
| 2016 | Cacoward | Awarded at Doomworld.com for the new DOOM 1 level E1M8b[60] |
| 2012 | Tech Hall of Fame | Included in list of technology creators.[61] |
| 2012 | Apple II Forever Award | Awarded atKansasFest to members of the Apple II community who had made significant contributions to the Apple II.[62] |
| 2011 | Most Influential Person in Facebook and Social Games | #1 in Games.com's 2011 list.[63] |
| 1999 | MIT Technology Review TR100 | Innovators Under 35.[64] |
| 1998 | Time Magazine's Cyber Elite 50 | #36, The top 50 tech elite of the year.[65] |
| 1998 | Top 20 Texans of the Year | Texas Monthly's yearly list of the Top 20 Texans[66] |
| 1997 | Time Magazine's Cyber Elite 50 | #40, The top 50 tech elite of the year.[67] |
| 1996 | The Most Influential People in Computer Gaming of All Time | #7, GameSpot's "The Most Influential People in Computer Gaming of All Time" list. |
| Name | Year | Publisher | Role(s) |
|---|---|---|---|
| Dodge 'Em | 1982 | Capitol Ideas Software | Programmer, Designer, Art, Sound |
| Scout Search | 1984 | inCider Magazine | Programmer, Designer, Sound |
| Cavern Crusader | 1984 | A+ Magazine | Programmer, Designer, Sound, Art |
| Bongo's Bash[68] | 1985 | A+ Magazine | Programmer, Designer, Sound |
| Zippy Zombi | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Wacky Wizard | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Subnodule | 1987 | Keypunch Software, Inc. | Programmer, Designer, Sound |
| Pyramids of Egypt | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Neptune's Nasties | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Major Mayhem | 1987 | Nibble Magazine | Programmer, Designer, Sound |
| Lethal Labyrinth | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Krazy Kobra | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Jumpster | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| Evil Eye | 1987 | Uptime Disk Monthly | Programmer, Designer, Sound |
| James Clavell's Shōgun | 1988 | Infocom | Programmer |
| Dangerous Dave in the Deserted Pirate's Hideout | 1988 | Uptime Disk Monthly | Programmer, Designer, Sound, Art |
| City Centurian | 1988 | Nibble Magazine | Programmer, Designer, Sound, Art |
| Zork Zero: The Revenge of Megaboz | 1989 | Infocom | Programmer |
| Zappa Roidz | 1989 | Softdisk Publishing | Programmer, Designer |
| Twilight Treasures | 1989 | Softdisk Publishing | Associate Editor |
| Space Rogue | 1989 | Origin Systems | Programmer |
| Might and Magic II: Gates to Another World | 1989 | New World Computing | Lead programmer |
| Magic Boxes | 1989 | Softdisk Publishing | Lead programmer |
| Journey: The Quest Begins | 1989 | Infocom | Programmer |
| How to Weigh an Elephant | 1989 | Softdisk Publishing | Programmer |
| Big Blue Disk #32 | 1989 | Softdisk Publishing | Programmer |
| Big Blue Disk #35 | 1989 | Softdisk Publishing | Contributor |
| The Catacomb Abyss | 1989 | Softdisk | Programmer |
| Arthur: The Quest for Excalibur | 1989 | Infocom | Programmer |
| Sub Stalker | 1990 | Softdisk Publishing | Programmer, Designer, Sound, Art |
| Pixel Puzzler | 1990 | Softdisk Publishing | Pixel Puzzle Maker |
| Dinosorcerer | 1990 | Softdisk Publishing | Programmer |
| Dark Designs II: Closing the Gate | 1990 | Softdisk Publishing | Level Designer |
| Commander Keen 1: Marooned on Mars | 1990 | Apogee Software | Programmer, Level Designer |
| Commander Keen 2: The Earth Explodes | 1990 | Apogee Software | Programmer, Level Designer |
| Commander Keen 3: Keen Must Die! | 1990 | Apogee Software | Programmer, Level Designer |
| Catacomb | 1990 | Softdisk Publishing | Programmer |
| Big Blue Disk #40 | 1990 | Softdisk Publishing | Associate Editor |
| Big Blue Disk #41 | 1990 | Softdisk Publishing | Associate Editor |
| Big Blue Disk #44 | 1990 | Softdisk Publishing | Associate Editor |
| Alfredo's Stupendous Surprise | 1990 | Softdisk | Programmer |
| Xenopods | 1991 | Softdisk Publishing | Engine Tools |
| Slordax: The Unknown Enemy | 1991 | Softdisk | Engine Tools |
| Rescue Rover | 1991 | Softdisk | Programmer |
| Rescue Rover 2 | 1991 | Expert Software, Froggman, Softdisk | Programmer |
| Shadow Knights | 1991 | Softdisk Publishing | Programmer, Level Designer |
| Paragon | 1991 | Softdisk | Engine Tools |
| Paganitzu | 1991 | Apogee Software | Special Thanks |
| Hovertank 3D | 1991 | Softdisk | Programmers |
| Dangerous Dave in the Haunted Mansion | 1991 | Softdisk | Programmer |
| Commander Keen: Keen Dreams | 1991 | Softdisk | Programmer |
| Commander Keen 4: Secret of the Oracle | 1991 | Apogee Software | Programmer, Level Designer |
| Commander Keen 5: The Armageddon Machine | 1991 | Apogee Software | Programmer, Level Designer |
| Commander Keen 6: Aliens Ate My Baby Sitter! | 1991 | FormGen | Programmer, Level Designer |
| The Catacomb (Catacomb II) | 1991 | Softdisk | Programmer |
| Catacomb 3-D | 1991 | Softdisk | Programming |
| Wolfenstein 3D | 1992 | Apogee Software | Programmer, Designer, Sound |
| Spear of Destiny | 1992 | FormGen | Level Designer |
| Cyberchess | 1992 | Softdisk | Engine Tools |
| Terror of the Catacombs | 1993 | Froggman | Engine Tools |
| Street Ball | 1993 | Froggman | Engine Tools |
| Shadowcaster | 1993 | Origin Systems | Engine Tools |
| ScubaVenture: The Search for Pirate's Treasure | 1993 | Softdisk | Engine Tools |
| Dangerous Dave's Risky Rescue | 1993 | Softdisk | Engine Tools |
| Curse of the Catacombs | 1993 | Froggman | Engine Tools |
| Bio Menace | 1993 | Apogee Software | Engine Tools |
| Blake Stone: Aliens of Gold | 1993 | Apogee Software | Programmer |
| Doom | 1993 | id Software | Programmer, Designer |
| Corridor 7: Alien Invasion | 1994 | Capstone Software | Engine Tools |
| Super 3D Noah's Ark | 1994 | Wisdom Tree | Programmer |
| Doom II: Hell on Earth | 1994 | GT Interactive | Programmer, Designer |
| Blake Stone: Planet Strike | 1994 | FormGen | Programmer |
| Heretic | 1994 | id Software | Executive Producer |
| The Ultimate Doom | 1995 | GT Interactive | Programmer, Designer |
| Hexen: Beyond Heretic | 1995 | id Software | Executive Producer |
| Heretic: Shadow of the Serpent Riders | 1996 | id Software | Executive Producer |
| Final Doom | 1996 | id Software;Atari, Inc. | Programmer, Designer |
| Quake | 1996 | id Software | Programmer, Designer |
| Chex Quest | 1996 | Digital Café | Engine Programmer |
| Doom 64 | 1997 | Midway Games | Engine Tools, Designer |
| Dominion: Storm Over Gift 3 | 1998 | Eidos Interactive | Music Director |
| Daikatana | 2000 | Eidos Interactive | Designer |
| Red Faction (mobile version) | 2001 | THQ Wireless | Programmer |
| Anachronox | 2001 | Eidos Interactive | Level Designer |
| Hyperspace Delivery Boy! | 2002 | Monkeystone Games | Lead Programmer |
| Jewels and Jim | 2003 | THQ Wireless | Level Designer |
| Dig It! | 2003 | THQ Wireless | Level Designer |
| Congo Cube | 2003 | THQ Wireless,RealArcade | Programmer |
| Cartoon Network: Block Party | 2004 | Majesco Entertainment | Programmer |
| Gauntlet: Seven Sorrows | 2005 | Midway Games | Special Thanks |
| Area 51 | 2005 | Midway Austin | Additional Designer |
| Ravenwood Fair | 2010 | Lolapps | Programmer, Designer, Sound |
| Marvel Super Hero Squad Online | 2011 | Gazillion Entertainment Inc. | Special Thanks |
| Tom Clancy's Ghost Recon: Commander | 2012 | Ubisoft, Inc. | Designer |
| Pettington Park | 2012 | Zynga Game Network, Inc. | CEO, Additional Design |
| Dodger Down | 2013 | Howljerk Games | Testing and Feedback |
| Play Gig-it | 2013 | Gig-it Corp | Special Thanks |
| Techno Dash | 2014 | Hammerwing Studios, Inc. | Special Thanks |
| Dangerous Dave in the Deserted Pirate's Hideout | 2015 | John Romero | Programmer, Designer, Sound, Art |
| Grom Skate | 2015 | Grom Social Inc. | Designer, Sound |
| Warpcop III | 2017 | indie published | Designer, Sound |
| July 4, 1976 | 2017 | Playbarf | Programmer, Sound, Designer, Writer |
| Gunman Taco Truck | 2017 | Romero Games Ltd. | Programmer, Sound, Designer, Writer |
| SIGIL | 2019 | Romero Games Ltd. | Programmer, Designer |
| Empire of Sin | 2020 | Romero Games Ltd. | Programmer |
| SIGIL II | 2023 | Romero Games Ltd. | Programmer, Designer |
Because, in the game, you were killing demons, and demons are really a religious thing—everyone in the company was an atheist. We didn't believe in hell or heaven or any of that stuff. Putting demons in there was just, 'This is what people believe in.' We thought that the juxtaposition of future science—a space marine on a moon of Mars with all these experiments happening, it's very scientific and futuristic—and then all of a sudden this religious thing happens, demons coming through a portal, versus aliens—