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Join the Club, Get Early Access to Interviews: https://www.skool.com/tenth-legion-ga... John Romero, co-creator of DOOM, Quake, and one of the most influential designers in FPS history, sat down with me for a deep conversation on game design, learning game development, indie dev mistakes, Unreal vs Unity, core loops, fun vs emotion, scoping projects, level design philosophy, and more. If you're learning game dev, or already building, this interview is packed with hard-earned wisdom from one of the most important designers in gaming history. Follow John Romero: X : https://x.com/romero X : https://x.com/romerogamesltd Instagram : / theromero Instagram : / theromerogames 0:00 – Intro 0:31 – What are the top 3 things beginners should do in game dev? 5:38 – Are indies losing focus on “fun”? Should beginners avoid story-heavy games? 7:00 – Why you should never start with a big RPG or open world 12:01 – How to design better core loops 17:11 – Do you design for yourself or the player? 23:15 – Secrets, difficulty, and how Romero builds levels 26:46 – Is “less is more” a good approach for beginners? 31:01 – Unique mechanics, creativity, and experimenting 34:02 – Avoiding feature creep & staying true to your core design 36:00 – Realism vs fun in game mechanics 38:44 – Has game development gotten easier or harder? 44:28 – Unreal vs Unity (and why Romero recommends Unreal) 47:10 – Iteration speed & reducing debugging pain 51:12 – The flood story from Doom Guy (book discussion) 53:26 – Community Questions begin 53:31 – How Romero designs Doom & Quake levels 57:55 – Hard-earned career lessons (picking co-founders) 58:02 – Favorite game he didn’t make 1:00:23 – Where to follow Romero / closing