Out of the blue, on July 1st, 2017, I was just doing my own thing making music. I had been messing around again FINALLY with music for a full cd project called Armageddon since like 2006 that was cut short and eventually just got appended to the end of OMNIUM as a tribute to the old school stuff since I wanted there to be three albums of two discs that grew with more modern stuff added too. Really I just wanted background music stuff to give to modders for doom to use free so I could finally have a descent name in the community that wasn’t just bad mods, and so that I could practice. Here in the Doomworld forums I was asked to join team Erebus, ran by Iain Lockhart (level designer for Project Warlock). Iain was a cool guy, even cooler when months later after disappearing asked if I wanted to make music for an upcoming throwback shooter. When I joined in, Jakub showed me an offer, which worked for me being unemployed at the time waiting to get back in at the Post Office and stay working there this time. I then got to see the game.
At first glance it looked like a suped up more modern version of Catacomb 3D, which was way before the game Doom, but by the same company. The flatness gave it that Wolfenstein 3D appeal as well, though with a small minimap already surpassed the fun of Wolfenstein 3D for me. This was definitely a tribute to a 90’s game and I loved it. I will be 100% honest though with all of the throwbacks that were spawning at this time I had no clue it would do as well as it did. At worst case scenerio it could have been treated like another of the 1,000 flappy bird clones that came out. Fortunately for all of us, people obsessed over doom for years and years, and this new trend of throwback shooters became a very very good thing! I must say I’m happy as hell with this decision guys! Back when these games came out game companies seemed to have anywhere from one to two maybe if lucky a full team with seperate roles. It’s nothing like today when there are hundreds. So these little treasures took a LOT of work, and my portion was no different. Before I enlisted Luke at the end to help with the Hell theme and Main title, I had to do 65 tracks over a certain length. Though I accidently let a couple slip in that were too short and none of us caught it we were so busy, needless to say in the end when it altogether clocked in at five hours, I felt pretty damn accomplished!
In April of 2018, when the game was more or less completely finished minus countless bug fixes for this half of the year, I was proposed with a plane ticket and free hotel stay to come show off the game at a an independent game convention known as PAX East. It was in Boston, MA and lasted four days. I quickly figured out all the info and got permission if I paid for the extra ticket to bring my then would-be-wife and came back engaged the next week after. It was definitely a well appreciated adventure, though I hardly deserved it just doing the music. I was just the only one in short notice that could make it to such a thing without a Visa. The cool part about our team, is that we were all from different countries entirely. Iain the level designer was communicating with me from Canada. Jakub was Polish, David Key is German, and our past SFX guy and current backup pixel artist are also overseas if I’m not mistaken. Anyways since Jakub couldn’t make it, he was there in spirit. AND In video…
PAX East 2018 Promo Video
Official Launch Trailer 2018
For what seemed like a forever-long process waiting for October so that this thing could be officially released and see how it went, the outcome was worth it. The very day of/morning of I got to see GggManlives, a youtube reviewer I’ve binge watched along with IcarusLives a couple of times, praise the shit out of Project Warlock. Icarus eventually did a review as well. We were on the front feed of PCGamer website, Demonoid did a positive review, it seemed like this wasn’t even real. With all this surrealness about I was making friends with other gamedevs and indie musicians, getting bombarded with likes on social media whereas I totally wouldn’t have done that before, people were excited for me and us, and the news just kept coming…
In 2020… We hit consoles!!! Check out the best trailer for Warlock yet, the “Live Action” PS4 Trailer:
With my two copies of the Nintendo Switch version of Project Warlock, seeing as how I was already given two digital keys for the kids, my parents created a shadow box for me. 4 of the 5 collectable art cards, with three coming per game, I’ve yet to have the fifth. booklet, poster, game, and advert for Super Rare games are all laying around he second sealed copy that has trim around it. It’s hanging on my wall in front of my computer, next to a signed photo of id Software 1992 and a small set of shelves with random cool things, such as the real Project Warlock 4CD OST. In front of that is a fake shotgun shell I got from the gas station that looks just like the one in the Buckshot logo.
Project Warlock II for me is more fun than work. I already have work at my job. This is like my vacation to pretty much be an artist. I’m enjoying all of the new tracks and all of what I see of our game’s deserved sequel. This time I split the task with Luke so we can make an even longer soundtrack with even more heavy stuff for battles and whatnot. Each level has two music tracks, both much longer than the minimum I was to do on the original tracks for PW1. There’s a kickstarter to jokingly raise the same amount Jakub asked for last time, 200 euros. Yeah like Jakub scored 30,000 euros. This kickstarter is basically the main source of information and updates for this game.