The Documentary Podcast · BBC World Service

The Romeros: Developing digital games

·27 min·1 clip
The new game is called Heavy Trigger, and John says, "It's a shooter."
The story starts with Doom. The presenter remembers the game that took over his teenage imagination, then walks toward John Romero and Brenda Romero with the nervous curiosity of someone stepping back into his own past. The episode does not stay in fan mode for long. It follows the Romeros while they build a new game, where the creative spark has to live alongside contracts, publishers, payroll, and all the less romantic parts of running a studio. There had been a warning sign. Brenda says there were rumblings about major layoffs at the publisher, though she had not expected anything to happen. Still, preparation mattered. As CEO, she says the job is to be ready for a lower probability event even when the odds seem to be in your favour. Then the email arrives. It comes from the person who handles the contracts, the sort of person a studio hears from when something has gone wrong. Brenda knows before she opens it. The request for a phone call becomes the moment when a creative project runs into forces the studio cannot control. John thanks the publisher. Romero Studios keeps the rights, and the publisher gives a statement that frames the decision as a budget matter, not a verdict on the game. Then the harder call comes: the staff call. John and Brenda have to tell the people who have been building toward this game what has happened. Keith O'Connor remembers the day clearly. He calls it gutting. The anger or blame he might have expected gives way to sadness, tears, and universal love from the team, which somehow makes it worse. The studio was close to full size, with only a few roles left to fill, and the programme notes that Romero Studios employed 110 people. The company survives. By the end, the episode has moved from private gamer memory to a clear-eyed look at leadership under pressure, and to Brenda's thought that moments like this show what matters, how time gets spent, and who deserves to share it.

As heard by us

A serious look at game-making as art, work, and fragile human effort.

A BBC documentary on John and Brenda Romero treats game development as both ambitious and fragile. It begins with the pull of meeting a creator who shaped a teenager's imagination, then settles into the harder reality of making something big in a volatile industry.

Read the full review in PlayNext →

Why you'd press play

You want the Romeros' studio life, not just their legend.

Read the full recommendation in PlayNext →
Listen to the show on