The Romeros: Developing digital games

23 Mar 2026 · 27 min · 15 chapters

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In short

The Documentary Podcast: Episode Summary

Episode Title

The Romeros: Developing Digital Games

Overview This episode of *The Documentary Podcast* features John and Brenda Romero, influential figures in the gaming industry, as they work on their latest project from their studio in Galway, Ireland. The episode gives listeners an intimate look at the complexities and challenges of game development, the couple's creative process, and their resilience in the face of personal and professional obstacles.

Key Themes

  • Game Development Process
  • The complexities and creative challenges involved in building a game, especially on a large scale.
  • The importance of innovation and the need to predict industry trends three years into the future.
  • Relocation and Creative Environment
  • The Romeros' decision to move from Silicon Valley to Galway, Ireland, in search of a more supportive and creative environment.
  • Galway's emerging tech community as a backdrop for their innovative work.
  • Personal and Professional Challenges
  • The impact of funding being pulled from their game project.
  • Brenda's battle with cancer and how it affects both their personal lives and their studio operations.
  • Resilience and Adaptation
  • Adapting to industry changes and financial constraints by scaling back their team and project scope.
  • Continuing to drive forward with their game despite setbacks, highlighting the importance of perseverance.

Detailed Notes

Introduction to the Romeros

  • Kurt Brookes, the host, shares his nostalgic connection to John Romero's work, particularly the game *Doom*.
  • The Romeros are presented as pioneers in game design, aiming to create groundbreaking experiences.

Galway

A Creative Hub

  • The Romeros relocated to Galway for its unique and artistic culture, contrary to conventional tech hubs like Silicon Valley.
  • Galway is home to 65 tech companies, making it a fertile ground for game development.

The Creative Process

  • John and Brenda share insights into their creative process, emphasizing the unpredictability and excitement of game design.
  • They discuss their prior experiences with competitive pressures in the gaming industry, leading them to prefer a more sustainable model focused on creativity rather than market pressures.

Project Updates and Challenges

  • The couple is developing a new game under the codename “Heavy Trigger,” with a large team initially involved.
  • As development progresses, the pressure mounts to keep details under wraps to avoid leaks and hype.

Funding Crisis

  • The episode reveals the moment when their project faces a severe setback due to funding being pulled.
  • Brenda's experience with the industry’s unpredictability is highlighted, as she discusses the fallout from the funding loss and the emotional toll it takes on their team.

Personal Struggles

  • The episode touches on Brenda’s health challenges with cancer and how it intertwines with their professional lives and responsibilities.
  • The couple reflects on their commitment to their team and their determination to support their staff during this crisis.

Adaptation and Moving Forward

  • After reevaluating their approach, the Romeros decide to continue the project on a much smaller scale, emphasizing a return to more manageable development practices.
  • The transition to a micro team allows them to focus on the core essence of their game while maintaining the creative vision.

The Future of Heavy Trigger

  • The Romeros share updates and excitement about the evolving game and its potential despite the challenges.
  • They discuss how they plan to finance and promote the game moving forward, emphasizing independence from traditional publishers.

Conclusion

  • The episode concludes with a sense of hope as Brenda receives good news about her health.
  • The Romeros express a renewed sense of purpose and commitment to their craft and legacy in the gaming industry.

Key Takeaways

  • The journey of John and Brenda Romero exemplifies the intense dedication and adaptability required in the gaming industry.
  • Their story underscores the importance of community, innovation, and resilience in the face of both personal and professional adversity.
  • The episode offers a behind-the-scenes look at the realities of game development, including the pressures of funding and the emotional implications of leadership in creative industries.

Closing Thoughts Overall, this episode of *The Documentary Podcast* serves as an inspiring testament to the Romeros' enduring passion for game development and their ability to navigate the turbulent waters of the industry while facing personal challenges head-on.

Written by AI. May contain mistakes. Listen to the episode to check what was said.

Chapters

Tap a time to open that second in VO

Meeting the Romeros

1:17 to 2:49

Discover the origins of the Romero's influence in gaming through personal anecdotes.

“I've spent more hours than I should probably admit running through the demon-filled corridors of Doom.”

Choosing Galway for Game Development

2:49 to 4:38

Understand why John and Brenda moved to Galway for their game studio and its creative community.

“as they embark on their latest creation.”

Inside John Romero's Studio

4:38 to 7:00

Get a tour of John Romero's studio filled with gaming memorabilia and insights.

“And I got a lot of characters, a lot of Doom characters all over the place.”

The New Game: Heavy Trigger

7:00 to 9:14

Learn about the development of their new game, codenamed Heavy Trigger.

“Actually, John, I would like you to rephrase that.”

Crisis in Game Development

9:14 to 10:40

Explore the challenges John and Brenda face with funding cuts and personal health issues.

“We're using all of our weapons, all of our enemies.”

Impact on the Team and Studio

10:40 to 14:05

Understand the emotional toll of funding cuts on the Romero team and leadership responsibilities.

“It's the 3rd of July and I send Brenda a text asking for an update.”

The Emotional Impact of Game Development

14:05 to 14:44

Discover the emotional challenges game developers face during layoffs.

“And game development is such a collaborative effort that when leadership is forced to lay people off and people lose their jobs, there's definitely a feeling of responsibility there.”

Puerto Rico's Reshoring Opportunities

16:46 to 17:48

Explore how Puerto Rico is becoming a competitive location for businesses.

“As companies reshore and rethink supply chains, they're choosing a U.S.”

The Romeros' Journey with Heavy Trigger

17:48 to 20:04

Learn about the Romeros' latest endeavors and challenges in game development.

“The Romeros are moving from city to city, speaking at conferences and festivals that celebrate their legacy and expertise.”

Funding Challenges in Game Development

20:04 to 22:20

Understand the financial hurdles the Romeros face in their game project.

“Well, I mean, it's kind of one and the same, right?”
Show all 15 chapters

Transitioning to a Smaller Team

22:20 to 23:57

Discover how the Romeros adapt their game development strategy with a smaller team.

“And with a smaller team, how do they achieve what they originally set out to do?”

Evolution of Heavy Trigger's Design

23:57 to 26:15

Explore the design changes made to Heavy Trigger for a smaller team.

“It has been really interesting to see how you take a game that was this big.”

First Look at Heavy Trigger Gameplay

26:15 to 28:05

Get an inside perspective on the gameplay of Heavy Trigger.

“Oh, that creature that he's fighting there, That is one of the more terrifying ones, actually.”

The Rollercoaster Journey of the Romeros

28:05 to 29:00

Discover the challenges and hurdles the Romeros face with their new game, Heavy Trigger.

“Yeah, I mean, a lot of people, you know, haven't seen a new Romero game in who knows how long, and there it is, the first look.”

Personal Triumph Amidst Challenges

29:00 to 29:58

Learn about the personal struggles Brenda Romero faced during her cancer treatment and its impact on their work.

“And it also begins with some personal good news too, as Brenda was officially given the all clear following her cancer treatment.”
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Transcript

Automatic transcript. May contain errors.

0:00Brenda Romero:This BBC podcast is supported by ads outside the UK.

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1:17Brenda Romero:I've spent more hours than I should probably admit running through the demon-filled corridors of Doom. It was the game that rewired my imagination as a teenager, the one that made me wonder who on earth dreamt all this up. So when I got the chance to meet John Romero and his wife and creative partner Brenda, it felt like stepping through a portal into my own past. To be given the chance to follow them as they create their latest game would be a front row seat to a new megawatt. Okay, okay, I know there's only going to be gamers that get that.

1:47Kurt Brookes:When you make a game on a computer, it's one of the most complex things a PC can do is run a game in the service of making an experience that is better than anything that exists right now. Movies, books, everything. It is like this experience that is the next gen thing. To me, to be like the film director of that kind of an experience is really fun. And it's on the edge. It's like we're on the edge of the latest technology that is available we are at the edge of design and being at the edge like that is really really fun like coming up with what's going to happen in three years for gamers because when you're making a game you have to see into the future you have to know in three years that this idea is good and that people will be interested in it i mean that's

2:36Brenda Romero:i think that's it at its core i'm kurt brooks and this is the documentary in the studio from the BBC World Service, with game-making supremos John and Brenda Romero as they embark on their latest creation.

3:04Brenda Romero:You might think a story about one of the most influential families in modern gaming would be centred somewhere else, somewhere with glass offices and venture capital, somewhere that calls itself the centre of the digital universe, Silicon Valley, Seattle, maybe Tokyo. But we're not in any of those places. Instead, I'm on the edge of the Atlantic, on Ireland's west coast, in Galway.

3:34Brenda Romero:A city known for traditional music, fishing boats and weather that arrives without warning. Not the obvious home for a global game studio. And yet behind these medieval streets and seafront cafes, you'll find a surprising creative community. Artists, coders, designers, storytellers. And it was enough to attract one of the most successful partnerships in gaming, John and Brenda Romero.

3:57John Romero:We were at the time in Silicon Valley where it's a very dog-eat-dog culture. And the notion of wanting to make enough from one game to be able to make the next game, that's almost not enough. Why do you just want to be able to keep doing your thing? It's always what is your exit? Neither of us wanted to exit. We just wanted to make enough to make the next game. We could live anywhere in the world we want to live. So we made the decision to move to Ireland and move to Galway specifically because it was weird. It was weird and arty and like you say people might not think of it as a tech center but Galway itself is home to 65 tech companies and there are tons of programmers in Ireland so it just it seemed like a really good decision hello hi John it's Kurt how are you how you doing come on in thank you very much so yeah what's

4:53Kurt Brookes:what's this John well let's see on my shelves I have a ton of stuff I got a British version of the ultimate doom box because that was like the biggest marketing thing that happened back then um actually doom 2 when doom 2 came out uh in england the the company that was marketing it sent guts to all the journalists and when they opened up the bags it was horrible it was the biggest nuttiest marketing thing ever quake is up here uh it was the game that made it was made after doom dangerous dave which was the first thing that we did so that dangerous dave game is is actually bigger than Doom in India and Pakistan because it was installed on every computer in those countries.

5:39Kurt Brookes:And I got a lot of characters, a lot of Doom characters all over the place. You know, Arch Viles and Pinkies and Soldiers and all that stuff. Pac-Man, the huge inspiration for me. Got a bunch of all the Pac-Man characters up there. But yeah, I got lots of Doom stuff. Here's a painting that Adrian Carmack painted of a demon with a bunch of rabbits in his stomach. It's basically a gamer's dream in this room. Polybius was a game that was never released in arcades but was made. And so it's like an urban legend kind of game. So that's an actual working version of it on this mini arcade, just like a dig dig over here.

6:17Kurt Brookes:And Empire of Sin. That was our last game that we launched in 2020. It was a grand strategy game. So it was like a 1920s mob game, and you basically take control of a mobster and try and take over the whole city of Chicago in the 20s.

6:33Brenda Romero:It really is amazing what John and Brenda Romero have achieved over the years. And after a lifetime of shaping everything from early shooters to modern role-playing games, the Romeros are now deep in another project. It's early 2025, and I'm excited to see where they're taking things now.

6:56Brenda Romero:But game development lives and dies on timing and perception, and I soon learn that there are limits to what can be shared.

7:02John Romero:Actually, John, I would like you to rephrase that. Every single thing that you're listing right now, I already see the article, so I would like you not to talk about specific features. Do you understand why?

7:13Brenda Romero:Yeah, yeah.

7:14John Romero:I know it's not ideal, but you can say it had lots of different modes, but please stay away from the specific features.

7:19Brenda Romero:As Brenda explains to me, one stray detail in the wild can jeopardise months of work.

7:25John Romero:Games are ferociously competitive. No games are more competitive than first-person shooters. So people hold their secrets very close to the vest until you're too far ahead to catch. I guess, you know, that's just the way the industry works. but also John and I have had two games that were, the ideas for those games were taken. One of them was actually released, and another one was developed and got canceled. And, you know, we're positive those were, with the gun shooting in the background, we're positive that those were our games. But the other thing is, especially when you're early in development, you might decide to cut something, right?

8:15John Romero:And, you know, I would say there are a few people in this industry who know the danger of a hype train as well as John. People talked about Daikatana when it was in molecular form. And it went through a lot of different challenges during its development. And what came out was not the hype that people wanted. So, you know, it's just best to say nothing until you've got something to show and something to say.

8:40Brenda Romero:So in the interest of not giving anything away, we have to agree on a codename.

8:46John Romero:Think of a name. Come on, you're good at that.

8:49Brenda Romero:Is Heavy Trigger okay? You okay with that?

8:51John Romero:Heavy Trigger. Let's call it Heavy Trigger. Go ahead.

8:54Brenda Romero:So Heavy Trigger it is. And with that codename confirmed, I'm keen to glimpse what Romero Studios are building. It's a vast undertaking, more than 100 developers across writing, design, animation. But what is the new game? Well, at this stage, John can only really tell us so much.

9:13Kurt Brookes:It's a shooter, yeah. I mean, it's still, it's a shooter. We're using all of our weapons, all of our enemies. You're a character with a gun.

9:23Brenda Romero:But he does hint it will take things in a new and exciting direction.

9:27Kurt Brookes:I want to make a really good game. I don't want to be like, well, I figured he'd do that. You know, he's just riding his doom laurels or whatever, because I know how important it is that when you're going to put a game into the world, there has to be a reason for doing it. You don't just do it because you feel like it. It needs to belong and be new. It needs to be something that when people see it, they learn something new or they're intrigued by some of the things it does. so you know I want people to not like what has he done since Quake because I've made a lot of games in games that people have never even heard of that went on to do better than Quake and I just want to make sure that the thing people hear about is cool and it's positive and people like it

10:22Brenda Romero:It's the summer of 2025 in Ireland and things have gone very quiet I haven't been able to reach John or Brenda for weeks and I'm getting concerned I'm under pressure to tell the BBC when we can deliver a finished edition of In The Studio and we still need a lot more recording before that can happen It's the 3rd of July and I send Brenda a text asking for an update. Hi Brenda, any word from the publishers? Moments later, I'm scrolling through the trade press and see a story about funding being pulled by different publishers from a number of major games projects across the industry. And suddenly, I get that sinking feeling.

11:06Brenda Romero:Something might be wrong. I text Brenda again. Hi Brenda, I've just seen the news. I'm so sorry. She confirms it's bad news. So what do you do when your funding is taken away partway through a major development? I'm trying to get my head around what John and Brenda are facing. And now I've learnt something else. Brenda is battling cancer. Suddenly they're dealing with a professional and personal crisis at the same time, all while carrying responsibility for a big team. The next time I speak to Brenda, she tells me she'd sensed something was afoot in the industry.

11:49John Romero:There'd been rumblings that our publisher was going to be doing big layoffs. However, I didn't think something was going to happen. But I mean, your job as a CEO is to be prepared in case it does, even if you think it's a lower percent chance. There's a team you only hear from at the beginning or the ending of the game. And that's the person who's getting all the contracts buttoned up. and that's the person you're going to hear from if everything's going awry. So it was six o 'clock, I think, and I saw an email come through from that guy. And I knew before I even looked at it, you know, I knew because he's not emailing me to say, hey, hope you're doing well.

12:30John Romero:And so I looked, you know, and there was, could you join us in a phone call? We went into the meeting and John thanked them for all of their faith in the game, everything that they had done up to that point in time to get the project from idea to where it currently was. In fairness, we have all the rights to everything. And they even provided us with a letter slash statement that said, like, this is a budget decision. This is a good idea.

13:04Brenda Romero:So the first task John and Brenda had was to tell their staff. One of the senior team who survived the impending call was Keith O 'Connor. It was absolutely gooding. It really was. It was such a horrible day. It was really difficult. I mean, there were tears. We were fully expecting before this that there would be sadness, there'd also be anger and there'd be blame and all of the normal things that people go through, that didn't really come through. It was just sort of universal love coming from the team, which made it actually harder. And at that point, you were dealing with a lot of staff, I take it, Keith.

13:43Brenda Romero:I think we were just about reaching our full team size. I think we only had a handful of roles left to fill. In fact, Romero Studios were employing 110 creators at the point their funding was pulled. The top priority was to make sure the team was OK, trying to match up other companies that were looking for people with our people. And game development is such a collaborative effort that when leadership is forced to lay people off and people lose their jobs, there's definitely a feeling of responsibility there. And you've been day in, day out, friends with these people and working with everybody and you want them to succeed.

14:27Brenda Romero:I'm Kurt Brooks and you're listening to The Documentary in the studio from the BBC World Service

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17:17Brenda Romero:So after finding many of their teamwork, what next for the Romeros and the heavy trigger game they've spent so many years developing? While they're in the middle of this hiatus in early autumn 2025, I learned that Brenda is now undergoing intensive treatment to tackle her cancer. But she's still working, and now travelling with John on a trip across Europe.

Read the full transcript

17:40Kurt Brookes:we're at St. Pancras Station in London and we are on our way to France, like Paris right now and then we're going to be going to Italy right after that so we're doing a lot of traveling because just after our game lost funding we decided that we would just accept all the speaking invites that we've been getting and yeah it's a break from what we were doing before but we're not dead yet.

18:12Brenda Romero:The Romeros are moving from city to city, speaking at conferences and festivals that celebrate their legacy and expertise. One trip involves a visit to Italy to talk to fans about Doom and their other landmark games.

18:32Brenda Romero:And then in another country, John delivers a speech on the state of the industry.

18:38Kurt Brookes:Now we can start. All right. So today I'm going to talk about this inflection point, the rise of AI, the return of micro teams, and what happens when platform owners become publishers and creators become studios.

18:56Brenda Romero:Brenda and John keep me up to date while they're away on their thinking about the future of Heavy Trigger. And I received this voice note from Brenda. We had a number of options after the game lost its funding.

19:12John Romero:Everything from just go forward and keep making it with a team of 110. A lot of people reached out to us, a lot of companies that wanted to talk to us about going forward with the game. But the reality is, is it's a big game. and it had certain features that required a lot of online servers and that's expensive and there are only so many companies who can really foot that bill anyway we decided i don't know we decided i think it was decided in part for us to go forward with something smaller um kept the core the team and we're working on something now you know I wish I wish I wish I had been the one to say this and I don't remember who said it but somebody other than me said as long as there's a Romero there will be Romero games and I got that message when it was sort of mid-collapse and man that was exactly what I needed to hear so anyway that's where we're at so we've got something in the works we've got a smaller team but yeah we're like John says we're not dead yeah

20:35Brenda Romero:so the Romeros are continuing with Heavy Trigger but now with a team of just five instead of 110 It raises real questions. How do they keep funding this game?

21:12Brenda Romero:for new games and the ones that are the budgets that they would be looking for would be a lot smaller than in previous years and so taking our game i mean i can't talk about numbers but you know 110 people for another year year and a half something like that is going to be a lot of money um and so you know we got some interest but most of the replies were sorry that's too much money publishers are being very safe and pulling back as we're speaking our funding is not coming

21:41John Romero:from a publisher it's coming from us there's the the possibility that that can change um you know we may work with a publisher to get the game out there they just you know we have development expertise and a publisher has publishing expertise but you know we're certainly we won't be in the

21:59Brenda Romero:position that we were in before so when you say that you are funding it do you mean you and john the Romero's of Romero Games?

22:09John Romero:Well, I mean, it's kind of one and the same, right? Like the company, there are four owners of the company and John and I are the majority owners and the other two owners are also part of our micro team. So it is Romero Games funding it.

22:27Brenda Romero:And with a smaller team, how do they achieve what they originally set out to do? The time for micro teams is here, I think. okay let's pull everything back let's take what resources we have and put that towards something small and focused we feel we can get out the door and that will be you know the game that we want it to be without a massive like working with a large publisher what always happens is new stuff gets added like oh you know we need to add this new feature we need to serve this particular demographic we need to you know oh you can't release a game without this things grew and grew and grew and We're like, okay, at this stage, we can't make that game anymore.

23:06Brenda Romero:We do still have all the assets and we still have all the source code and everything. So let's take the game, but redesign it for a really small team. Once the team was up to such a large size, I was just in meetings all day. There's only back to a very small number of us. Everybody needs to be able to make the game. And so I'm back programming, which I missed a lot, to be honest. What are your roles as they are now?

23:34John Romero:I'm doing whatever needs to be done. If it's just putting a deck together to say, this is what the game looks like now. If there is a design sounding board that John needs, I can be that.

23:47Kurt Brookes:I focus mainly on the design. So the redesign of the game. Basically the stuff that a game director does, plus other things, because we're an indie team now.

23:57John Romero:It has been really interesting to see how you take a game that was this big. Visualise my hands very far apart. How do you take that game? And games go through iteration all the time. But what kind of iteration is required to make it a smaller scope but still keep the soul of that game? So that, from a game designer's perspective, was super fascinating.

24:21Brenda Romero:How is Heavy Trigger now evolving then? I'm excited to find out.

24:26Kurt Brookes:We've spent years making characters and creatures and weapons and all that. We're using them. The design has changed so a smaller team can make it, but all the really cool stuff that we've made, we can't wait to show everybody.

24:38Brenda Romero:This is it. We're going to see Heavy Trigger, as we've been calling it. There we go. Oh, wow. I can't be too descriptive, but I can just tell the people that would buy a game with your guy's name on it would be expecting something like that. Oh my word! So

25:04Kurt Brookes:what I do is go to the Alpha Challenge here.

25:07Brenda Romero:What's the Alpha Challenge?

25:08Kurt Brookes:This is a speedrun challenge and you can... It's not started yet, so I'm just looking around. Yeah. And you can see that building over there, all these mountains. And then I can switch start positions. Here's another position. So if I start down here, all I have to do is just start moving. Yeah, the speed run here, if you look on the left-hand side, it says what you're supposed to do.

25:39Brenda Romero:Ah, yeah, there we go. Yes, there's like a heads-up display along the bottom that's showing your ammo and the weapon that you're using, then I'm assuming that's your health. To anyone who's played like first-person shooters, they would recognize what's going on just generally. Right, so I didn't even think that a pre-alpha build would look this good, but to my eye, this looks like I would go out and buy this tomorrow.

26:13John Romero:Well, that would be pretty cool. Oh, that creature that he's fighting there, That is one of the more terrifying ones, actually. Yeah, that was like a...

26:22Brenda Romero:It looked to me like a bit of a flying brain.

26:26John Romero:Kind of, yeah. I mean, he didn't get close enough up to it.

26:31Brenda Romero:That's a very big gun, which John's known for having in his games, as you can hear there. Yeah, sorry, I've disrupted John Romero from playing. He's obviously quite enjoying that. I'll just watch the master at work when it comes to first person shooters and what I'm basically seeing here is it's raining, there's a character that looks organic scary, but there's like a mechanical aspect to it as well and it's got wings but there's lightning in the background you can see the colour come to life as the lightning comes through and you can see through what looks like it's feathers and it's wings

27:09John Romero:I suspect that people listening to this would think oh robot But in Maine, you couldn't be further away. If you could just imagine something terrifying that is organic, like you can see some kind of screwed up flesh here, but that organicness is augmented by, I'll just say, this beauty.

27:31Brenda Romero:So am I one of the only people outside of Romero Studios who has seen that? And obviously execs and things like that. Yeah, that's about it. Yeah.

27:42John Romero:not many people have seen it you want to think that you are the only press person i believe yeah definitely you wouldn't even have seen what you saw with a publisher there would be so many levels of i mean you even know you've been sending me emails for how long to talk about this and i'm like yeah i'd love to talk about it but you know i've got to get clearance to the publisher oh yeah we can't do it.

28:05Kurt Brookes:Yeah, publishers definitely wouldn't. No, it's not a

28:08John Romero:chance.

28:09Kurt Brookes:Wow. Yeah, I mean, a lot of people, you know, haven't seen a new Romero game in who knows how long, and there it is,

28:18Brenda Romero:the first look. The Romeros have been on quite a rollercoaster with Heavy Trigger, and John says there are still more hurdles to overcome before eager fans can get their hands on the game.

28:30Kurt Brookes:I'm just hoping that enough people can hear about it. Discovery is really the number one issue that any indie has. Yeah, that's the number one thing, is just people being able to play it because there's a sea of games. New ones coming out all the time. Big releases everybody's looking forward to that no one wants to release near. It's like a crazy obstacle course.

28:51Brenda Romero:So 2026 starts with the Romeros, despite all the setbacks, anticipating the launch of yet another in their long line of legendary games. And it also begins with some personal good news too, as Brenda was officially given the all clear following her cancer treatment.

29:08John Romero:I wish I could be that person who's just like, well, that's business. But it's way more than that. It definitely takes a toll. I mean, not just on us, obviously, but on everyone. And in some ways you feel responsible for that, even if like, I mean, I didn't cancel the funding, but But nonetheless, you know, it's heavy on your soul. And I was thinking about what I had gone through in 2025, you know, from chemo to radiation to all the other stuff that comes along with that. So, yeah, it wasn't ideal, but I survived. And the company survived. It really does give you a perspective on what is important and how you want to spend your time and who you want to spend your time with.

29:58Brenda Romero:You've been listening to The Documentary, In The Studio, with Game Supremo's John and Brenda Romero. The programme was presented by me, Kurt Brooks, and produced by Ashley Byrne and Kurt Brooks. It was a made-in-Manchester production for the BBC World Service.

30:43Brenda Romero:Getting everything to your door is easier than ever. Shop online to have it delivered or visit your neighborhood Sherwin-Williams store. Click the banner to learn more. Retail sales only. Some exclusions apply. See store for details. Delivery available on qualifying orders.

From the publisher

Brenda and John Romero are towering figures in modern game development, creators whose work has shaped how millions of players experience digital worlds. From their base in Galway on Ireland's west coast, the couple continue to push their craft into new territory. Presenter and long‑time gaming fan Kurt Brookes follows the Romeros as they embark on another major project, an ambitious game that brings together a large team of artists, designers and developers. Kurt gains rare access to the creative heartbeat of the studio, witnessing the intensity, imagination and unpredictability that come with building a game at scale. What drives two industry legends to keep reinventing themselves after decades at the forefront of their field? And what does it take to steer a project through an ever‑shifting landscape? An intimate, behind‑the‑scenes portrait of creativity, resilience and the relentless pull of making something new

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