
FPS is my DNA. Game Director @RomeroGamesLtd | New FPS in the works | DOOM, DOOM II, Quake, Wolfenstein 3D, Heretic, Hexen, SIGIL, SIGIL II.
Galway, Ireland
Joined July 2007
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This is such an incredible honor. Thank you @gamescomasia!
This year, we will be honoring @romero with the Lifetime Achievement Award, celebrating his extraordinary contributions and lasting legacy in the world of gaming.
From DOOM and Quake to Wolfenstein 3D, he didn't just create iconic games but also change the way the world plays!
Join us in celebrating this achievement during the entertainment area opening ceremony on 30 October 2026.
#gamescomasiaxThailandGameShow #JohnRomero #gamescomasia #thailandgameshow #tgs #LifetimeAchievementAward #TheHeartofGaming
John Romero ๐ค๐ฝ retweeted
Plot twist: Your gaming heroes are just a handshake away! ๐ฎ
Cross off your wishlist at our Meet & Greet Area:
โจ 30 OCT | @romero
13:00โ14:30 & 15:00โ16:30
โจ 31 OCT | @xiaoyukikowo
14:00โ15:00
โจ 1 NOV | @thames_malerose
15:00โ18:00
#gamescomasiaxThailandGameShow2026 #gamescomasia #ThailandGameShow #tgs #TheHeartofGaming
Follow @romerogamesltd if you're interested in game industry history, too. โคต๏ธโคต๏ธ The community team is putting together a bunch of retrospectives as requested.
Enjoy a little tour of id Software back in the โ90s with John Romero! @romero
#idsoftware
John Romero ๐ค๐ฝ retweeted
On this date in 1990, gaming history was being written.
The team that would become id Software sent this letter to Apogeeโs Scott Miller, describing the technology behind Commander Keen as an โengine,โ a term that would become fundamental to game development.
Beautiful tribute to Levelord by @georgebsocial
RIP Richard B. Gray - LEVELORD
11/15/1957 - 10/12/2026
I was sad to hear of the recent passing of Richard. In many ways it's a reminder of my own mortality. I still remember Richard from the early 90s when we hired him to be a level designer on Duke Nukem 3D. Richard had been in the navy had a varied adult life and was a few years older than Scott and I who were the elders of the company. Richard went on to do about 50% of the levels in the game. It was the wild west back then and getting hired was often as simple as making some Doom levels and sending them in. This was the pattern to get hired as a level designer for nearly a decade in Dallas.
Richard was a unique character. He didn't like a lot of feedback and meddling in his levels and he had a strong vision for them. This often caused some friction on the team but the results spoke for themselves. He'd slip in things like when you viewed a space station level from above the outline of the map was a rough approximation of the Starship Enterprise. I remember when Richard came in after a weekend and showed me the opening to Pigsty (a level in the add-on) that started with a car crashing into a police station. Richard had watched Terminator that weekend and Arnold said his famous "I'll be back" line then crashed into the station. He was big into secret areas and surprises for players.
Richard was always happy and smiling around the office and well liked by everyone. He often walked around with a large mug of orange juice. A while later I saw a large jug of Vodka stashed back under his desk and asked him about it and he smiled. I had to be the bad guy but he understood. Another day I came into the Duke are and it was empty but I heard *thunk* *thunk* *thunk* and laughter from the other room. I go in and Richard was throwing small throwing knives at a large cardboard box leaned against he wall. The sheetrock had played the game as well. Hey, that's how we rolled in the 90s. I had to be the bad guy again.
After Duke shipped, Richard and a few others broke off (in the middle of the night) to form Ritual Entertainment. They had early success with the Quake add-on packs, but after that they were between projects and ran out of money. We bridge loaned them 100k to get them through. Even though things were often competitive and a little contentious between local studios, there was comradery. A lot of that was due to relationships with people like Richard.
After Ritual folded (many years later) Richard sort of drifted out of game development. In the early 00's he created a series of casual game hidden object series with Becky Brogan. These found success for him.
We would often get together for lunch or dinner when Richard was in town. A favorite spot for us was Burger Island a few miles from the old offices. Massive burgers in a hole in the wall that he said he couldn't get in Russia, where he lived now. I would want to talk about games, but Richard would listen but was generally uninterested. He liked doing his own smaller games and being free. He valued the freedom a lot. My big takeaway over lots of burger lunches was that Richard was content and happy. He had peace. He'd moved to Russia and married his wife Olga and was just enjoying life. He'd entered a new phase of life. He never wanted to own/run a studio again. He didn't want to work on large teams. He didn't even consider working in AAA. He liked doing the Becky Brogan games because it was all him. No bosses, no partners, just him. That idea will resonate with every indie game developer today.
Richard was loved by name people and had *lots* of friends in the Dallas game community and all over the world. He was a unique individual, wildly creative and fun to hang out with. He had a creative vision and a drive to create but his priority later in life was just to live his life to the fullest. He will be sorely missed. Richard was a good guy. I will miss him.
Devastating news today. Richard โLevelordโ Gray was such a great guy. Like many of our friends, I wish I could have hung out with him again. He was full of life, a gentle soul, and an excellent level designer. He was called โLevelordโ for a reason. I loved the first episode of DN3D but was more drawn in by E2 and E3 that had such distinctive designs. Weโre gonna miss you, man. You were one of the best.
The eternal battle between good and evil... apparently just needed a photo op. @elijahwood
My first time in Thailand! Hope to see you there.
Don't miss our keynote session: "Why We Still Make Games"!
John Romero sits down with Evva Karr to reflect on a lifetime of building gamesโthe setbacks, industry changes and creative ambitions that kept him moving forward.
As veteran developers leave the industry and younger creators question their future in it, hear his honest reflections on why creativity still mattersโand why the next generation still has reasons to believe in a career making games.
Bring your questions for the live audience Q&A at gamescom asia x Thailand Game Show 2026.
See the full agenda: na2.hubs.ly/H08gxXG0
๐๏ธ Get your tickets: na2.hubs.ly/H08gxYd0
#gamescomasiaxThailandGameShow2026 #gamescomasia #ThailandGameShow #tgs #TheHeartofGaming
John Romero ๐ค๐ฝ retweeted
If you haven't seen my interview with Romero, please check it out: youtube.com/watch?v=_99K_0apโฆ
Support indie devs (even if and especially if they are trying to scare the hell out of you). Congrats on the reveal!
See you in Mรกlaga this weekend!
John Romero @romero will be attending San Diego Comic Con: Malaga from October 1 - 4th!
Weโre looking forward to meeting all of you there. See you soon! ๐ค๐ค
#sdccmalaga @comicconmalaga
Thank you so much to Gamescom Asia + Thailand Games Show for the incredible honor of receiving their Lifetime Achievement Award! @GCAxTGS 80.lv/articles/gamescom-asiaโฆ
Now on Steam: Mexican Entertainment System, a showcase of Mexican devs. ๐ฒ๐ฝ๐ฒ๐ฝ๐ฒ๐ฝ store.steampowered.com/sale/โฆ
They're nearly there! Support indie game devs and especially @DoubleFine and @TimOfLegend in their Kickstarter. kickstarter.com/projects/douโฆ
Happy birthday to one of the greatest, @ThatTomHall.
Some pics from QuakeCon 2026. The founders with Miss Donna, me and @AndrewHulshult, me and Hugo Martin, me @ThatTomHall @ID_AA_Carmack and @ACarmackArtist signing a bunch of our games.






































