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I was enlisted for Buckshot Software’s music developer role in July of 2017. Iain Lockhart, the level designer was in a small team, Team Erebus, with myself a year before then and I was going to make some music and throw in some level design for a few mods we had wanted to do. Time passed and Iain disappeared. Next thing I know I’m granted permission to join a team working on a pretty elaborate Wolfenstein 3D clone by the name of Project Warlock. It had first been called Cataclysm 3D then Exitium 3D way back in its primitive days. I’m not sure how long the other guys were part of this but apparently the previous musician was a huge turd, wasn’t well liked, and bailed on them when the project already had a publisher and was well into development with three themes. My task was to first pull off the Egyptian theme and the Antarctic theme in two months. It seemed easy enough, but I wasn’t fully prepared without researching how exactly I would go about this. Luckily Jakub liked just about everything I submitted, but also luckily we had a more blunt David Key on the team to let me know exactly what was wrong with any track submitted so that the end result wasn’t as cheezy as some of the outtakes you will find on the soundtrack, as well as some early versions of the tracks that ended up being used. I pulled some stock from some previously recorded goods and altered them to fit these new themes. In the end my favorite theme was my first theme, Egypt. This being because it was a solid theme and I knew exactly what they were asking for as opposed to the more abstract other four themes that were open for interpretation. With some help from Iain on drums for one of the tracks in the form of a solo, this was an all around production that in a sense required all parties to involve themselves in handpicking exactly what would come to be the final selections. Unfortunately Riccardo’s treasured HUB theme I submitted in the early phases had to be scrapped so that Luke Wilson could add his finishing touches on the hub, theme, and half of hell. Luckily I found him just in time to properly create Hell, as his ominous uncomfortably melodies helped out a lot, and my guitar setup wasn’t at the time working and still unfortunately isn’t yet until I can get ahold of some new equipment. Still, I had a hell of a lot of fun and this has been a truly amazing experience finally getting my stuff out there and getting the opportunity to stand on Jakub’s behalf while a video looped of Jakub himself who unfortunately didn’t get to go to PAX East 2018 to promote his own game. I made it worthwhile I hope, and we were able to be reviewed by many publications since, thanks to my help and the help of the publishers who flew me out to Boston with hotel stays also free of charge. I hope to be on board with Buckshot Software for many years to come pumping out the classics and even hopefully some new modern creations that haven’t been thought of yet. Jakub is quite the aspiring creator, who has at 19 masterminded a high selling game under his belt already. We all come from different countries, but will hopefully someday meet during one of our endeavors in game design. Feel free to follow us on some medium of social networking media and see what happens next! |
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it wasn't until project warlock was showing at pax east that I ever went to a convention.
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