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The inspiring autobiography of video game designer and DOOM cocreator John Romero
Doom Guy: Life in First Person is the long-awaited autobiography of gaming's original rock star and the cocreator of DOOM, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty.
Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career—from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd.
His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero's parents' mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story of his youth—a story that has never before been revealed.
After years in the gaming spotlight, Romero is now telling his story—the whole story—in his own words.
The inspiring autobiography of video game designer and DOOM cocreator John Romero
Doom Guy: Life in First Person is the long-awaited autobiography of gaming's original rock star and the cocreator of DOOM, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty.
Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career—from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd.
His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero's parents' mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story of his youth—a story that has never before been revealed.
After years in the gaming spotlight, Romero is now telling his story—the whole story—in his own words.
Due to publisher restrictions the library cannot purchase additional copies of this title, and we apologize if there is a long waiting list. Be sure to check for other copies, because there may be other editions available.
Due to publisher restrictions the library cannot purchase additional copies of this title, and we apologize if there is a long waiting list. Be sure to check for other copies, because there may be other editions available.
About the Author-
Computer and video game legend John Romero has designed and published more than 130 games since his first sale as a teenage programming prodigy at the age of sixteen. His major achievements include coinventing a series of revolutionary computer games that launched the industry's most popular genre, the first-person shooter. He lives in Galway, Ireland.
Reviews-
May 29, 2023 Video game designer Romero, best known as the creator of Doom, catalogs his personal and professional challenges in this surprisingly moving autobiography. In the 1960s and ’70s, Romero’s family was involved in the drug trade, and his father, who was addicted to “everything from cocaine to alcohol,” abused Romero, his mother, and his younger brother. Romero found refuge in early video games, including Space Invaders, which led him, at age 11, to learn computer programming. He walks readers through the details of his career, from his first gig at the Texas-based Origin Systems when he was 20 up through his triumphs at id Software and Ion Storm in the 1990s. It’s then that Romero developed Doom, realizing his vision for “the fastest, most violent, most immersive computer game in history” and innovating the archiving of gamers’ keystrokes as video files and other advances that changed online gaming. Though some passages get a little too technical (including one on video buffers’ bit depths), Romero mostly manages to appeal to gamers and non-gamers alike with this celebration of triumphing over adversity. Creatives of all stripes will be satisfied. Agent: Marcus Hoffman, Regal Hoffman & Assoc.
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Blackstone Publishing
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