Masters of Doom by David Kushner

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture

David Kushner

Random House Publishing Group · Print & ebook · May 11, 2004

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Who it’s for
A brisk, readable account of creation, rivalry, and the business of making culture happen.
Genres
Science & Tech Pioneers, Business Lives, Games
Published
Random House Publishing Group, May 11, 2004

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About this book

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.

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Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams

Culture in Motion

A brisk, readable account of creation, rivalry, and the business of making culture happen.

Come here for

  • games, tech, and entertainment colliding
  • ambition with a clean biographical arc

Expect

  • sustained narrative momentum
  • insider texture without spreadsheet fog

Where it sits

Science & Tech Pioneers55%
Games34%
Business Lives24%

Percentages are BookFrontier’s reading of the book.

Publisher categories

  • Business Lives
  • Entertainment Industry
  • Games
Authors
David Kushner
Publisher
Random House Publishing Group
Published
May 11, 2004
Format
Print & ebook
Reading lane
Business Lives