John Romero
Live doom II deathmatch with John Romero
#1about 10 minutes
Setting up for a live Doom II deathmatch
John Romero and the event staff work through the technical setup for the multiplayer game, including network connections and key bindings.
#2about 18 minutes
First deathmatch rounds against the audience
The first few rounds of the deathmatch begin, with John Romero warming up and showcasing his classic FPS skills against audience members.
#3about 4 minutes
The origins of Doom and the rise of LAN parties
Romero explains that Doom was created to be a more intense game than Wolfenstein 3D, pioneering multiplayer and sparking the LAN party phenomenon.
#4about 13 minutes
Level design insights on the Underhalls map
While playing on the "Underhalls" map, Romero discusses its design by American McGee and how it introduced the concept of a run-jump to players.
#5about 5 minutes
Q&A on current projects and game development
Romero answers audience questions about his new FPS project, the best time to get into game development, and the music that fueled Doom's creation.
#6about 12 minutes
An intense match against a highly skilled opponent
A challenger provides the toughest match of the day, trading frags with Romero in a close and fast-paced deathmatch that goes down to the wire.
#7about 8 minutes
The final match and event wrap-up
The last deathmatch of the session is played, followed by final thoughts, thank yous, and an invitation for attendees to meet John Romero.
Related jobs
Jobs that call for the skills explored in this talk.
Featured Partners
Related Videos
30 Years of Rip and Tear: Doom’s development story
John Romero
Wolfenstein 3D Postmortem
John Romero
A Lifetime in Games: The Past, Present and Future of the Industry
John Romero
Fireside Chat with Warren Spector & John Romero
John Romero, Christian Heilmann, Warren Spector
We are all part of the game
Johanna Pirker
How to Survive The Worst Launch of Your Career with Brenda Romero
Brenda Romero
WeAreDevelopers World Congress 2024 after-movie
Christian Heilmann
What AI Can, Can’t, and Shouldn’t do for Games
John Romero
From learning to earning
Jobs that call for the skills explored in this talk.
Functionality QA Video Games Tester
Universally Speaking
Municipality of Madrid, Spain
JIRA
Microsoft Office
Unity Game Developer - Live Games
Agence Francaise pour le Jeu Vidéo
Paris, France





