id Seeks Sound Designer

The mail that keeps rolling in about this indicates people are too excited about the prospect of potentially working at id Software (and the news is too quiet at the moment) to let this wait for a morning "Help Wanted" post. id Software's Christian Antkow updated his .plan with word that they are looking for a sound designer "to work on weapon sounds, impact sounds, monster sounds, world ambience, machinery, etc." for DOOM III. There have long been reports of negotiations with Nine Inch Nails' front-man Trent Reznor to handle sounds on the DOOM remake (story), but the help wanted does not make mention of music design, and does not rule out collaboration, saying the position will "be responsible for creating a lot of sounds that will be used in the game." Also, for those who like to hunt for hints at where development stands in this project, there's this about the contract position's time frame: "The length of the contract may last upwards of six months, and may run longer if required."
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28.
 
songs or score?
Dec 13, 2002, 10:10
28.
songs or score? Dec 13, 2002, 10:10
Dec 13, 2002, 10:10
 
i saw trent talking about the new DooM on TV a month or three ago, i'm pretty sure it was TechTV. i'm quite sure that he said he was doing the score for the game, and he did stress that it was going to be an ambient and dynamic "score" not just a collection of songs.

trent has evolved quite a lot since he did the original Quake, so i'm sure the new stuff he comes up with will be much more memorable and intricate.

i'll have to hear what trent does with this before i judge correctly, but as of now i sort of wish they could have hired kevin ogilve (nivek ogre) or cevin key, or even marylin manson to do the work. resident evil was a so-so movie at best, but the sound manson did was really good. and that movie was all about hunting down zombies in a high-tech environment - *nothing at all* like the plot of the new DooM.

- tron -
---
"tron is big and tron is full of action... it's a hell of a ride!"
-from the Tron 2.0 box
27.
 
Re: No subject
Dec 12, 2002, 21:43
27.
Re: No subject Dec 12, 2002, 21:43
Dec 12, 2002, 21:43
 
The creatures in the E3 are a little too predictable and not as strange looking like the origonal DOOM.

True True. That whole biomechanical thing is so commonplace nowadays (So it turns out there were in fact cyborgs in RTCW.) I want something more akin to the freeform organic monstrosities in The Thing. Those Things seriously freaked me out.

"Life is not about the second chances. It's about the little mouse, and his voyage to an exciting new land. That, my friend, is what life is." - Dad
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak
26.
 
to 25
Dec 12, 2002, 14:07
26.
to 25 Dec 12, 2002, 14:07
Dec 12, 2002, 14:07
 
Yeah, that is too bad about SLS...

Check us out though when you have a chance we've got a lot of stuff going on in our forum.

Later.

25.
 
to #24...
Dec 12, 2002, 13:06
nin
25.
to #24... Dec 12, 2002, 13:06
Dec 12, 2002, 13:06
nin
 
The quotes below came from theninhotline.net. I browse there daily. I used to hit nineinchnails.net/news, but Evan seems to have fallen off the face of the earth (Although I read somewhere that he just got a life outside computers, and I can't fault him for that).

I think I've seen the hotline link your stuff...I may have to check it out.

Thanks for the invite!

24.
 
Re:nin
Dec 12, 2002, 09:59
24.
Re:nin Dec 12, 2002, 09:59
Dec 12, 2002, 09:59
 
nin-- What nin fan site do you frequent? I am an admin over at the burningsouls forum which is down today for servicing. Still, I would like to invite you to join us in our discussions. The forum will be back up tomorrow. Take it easy.

Regards,
sc4r4b
main site-- http://www.burningsouls.com
forum-- http://www.burningsoulsforum.com


23.
 
Re: No subject
Dec 12, 2002, 08:58
23.
Re: No subject Dec 12, 2002, 08:58
Dec 12, 2002, 08:58
 
" also hope they redo the models to have that more satanic look of the origonal with the goat heads, horns and hoovs on the creatures. The creatures in the E3 are a little too predictable and not as strange looking like the origonal DOOM. "

wont be the same w/o Romero...

22.
 
Re: NIN is already working on the sounds
Dec 12, 2002, 08:04
22.
Re: NIN is already working on the sounds Dec 12, 2002, 08:04
Dec 12, 2002, 08:04
 
NIN worked on the demo for E3 - but nothing is confirmed for the final game.

From what I've read, Trent did it as a favour while he and iD talked about the posibility of working on the game.

But he has helped iD alot with Doom 3 so far and I'd imagine NIN/Trent would be involved in the final game, but maybe only in the music.

My theory:
He cant be expected to do all the music and the sound effects could he? iD will do the sound effects (maybe with a little help from Trent) and NIN will do the music.

21.
 
NIN is already working on the sounds
Dec 12, 2002, 07:37
21.
NIN is already working on the sounds Dec 12, 2002, 07:37
Dec 12, 2002, 07:37
 
if anyone actually took the time to look through all the files, you might have noticed most of the REALLY FREAKY sounds are actually in a NIN directory, which tells me enough: NIN is already working on the project...

can't you recognise the excellent sounnds?

20.
 
id's sounds....
Dec 12, 2002, 01:08
20.
id's sounds.... Dec 12, 2002, 01:08
Dec 12, 2002, 01:08
 
My guess is that DOOM used a lot of public domain royalty free sounds from those CDs mentioned. They're just so prevalant. It's fairly obvious that this is a common practice in just about every genre of entertainment, especially movies.

For Quake 2 I believe id initially tried to do their own sounds (read this in some interview awhile back) while reusing some of the old Quake 1 sounds, but they eventually contracted it to Soundelux, a large commercial sound contractor. Soundelux was also on board for Quake 3 (The foley work in Q3's character sounds is surprisingly intricate.)

When compared to the sounds in modern games (MOHAA, SoF2, JK2, etc.), Reznor's work in Quake 1 lacks detail and authenticity. The sounds are relatively short, unrealistic, and don't have the intricacies and subtle nuances brought about by the now standard repertoire of piling tons of samples on top of each other to create a single sound (Raven does this a lot.)

What Quake 1's sounds do have are emotions and a theme. The ability of Reznor's sounds to express a feeling that goes beyond the actuality of the object creating the sound. It hits the listener on a hard, distinct personal level, immune to analytical criticisms. All the while retaining that dark, foreboding, "gets into your head" reality that only a musician of Reznor's particular idiosyncracies can effectively convey.


"Life is not about the second chances. It's about the little mouse, and his voyage to an exciting new land. That, my friend, is what life is." - Dad
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak
19.
 
Re: No subject
Dec 11, 2002, 23:39
19.
Re: No subject Dec 11, 2002, 23:39
Dec 11, 2002, 23:39
 
I do hope that this doesn't mean that Trent's off the project. Although since May I've discovered Skinny Puppy and would now much rather see cEvin Key doing the score and sound.

Ditto on it taking fucking years between NIN releases. What pisses me off even more is that All That Could Have Been contained one new song and that will probably be all we're getting for at least another year. Christ the official website hasn't been updated since June and as of about 2 weeks ago will no longer give access to anything but the forums.

18.
 
Re: No subject
Dec 11, 2002, 21:15
nin
18.
Re: No subject Dec 11, 2002, 21:15
Dec 11, 2002, 21:15
nin
 
>>> Unless I'm mistaken, didn't id claim that they were designing a sound development kit that's part of the game, tailored to Reznor's needs?

That was my impression also...on a fan-based nin web site (which I frequent, obviously) the official line was "the upcoming NIN album is top priority" and "We've got the word on this that this doesn't effect Trent's work on the game." However they list NO sources, so you can take that with a few tons of salt.

After the sound and music for Quake, I was REALLY looking forward to this. Guess time will tell...

17.
 
Re: No subject
Dec 11, 2002, 21:06
17.
Re: No subject Dec 11, 2002, 21:06
Dec 11, 2002, 21:06
 
As long as they capture a heavy, bassy, thundering *kaboom* for the double shotgun, assuming there will in fact be a double shotty, i don't care about much else...

16.
 
Ah, Quake 1...
Dec 11, 2002, 21:00
16.
Ah, Quake 1... Dec 11, 2002, 21:00
Dec 11, 2002, 21:00
 
I can't think of any gun in any game I've ever played, that is at all as satisfying to fire as the super nailgun in Quake. It sounds exactly as you'd expect, and really does give the impression that it is lobbing nine inch nails at great speed towards whatever you're firing it at.

No other gun in any game has ever really given me the impression that it's going to kill someone, know what I mean? It just never sounds quite right.

15.
 
Re: No subject
Dec 11, 2002, 20:23
15.
Re: No subject Dec 11, 2002, 20:23
Dec 11, 2002, 20:23
 
If you guys read the plan file that this news story is linked to, he admits right in it that they are using sound effects CDs and are willing to purchase more.

I have heard the lift sounds from the origonal DOOM in some comercials and think they should use them agian except higher resolution because they sounded scary and maybe some of the origonal monster sounds from DOOM but modernize them.

I also hope they redo the models to have that more satanic look of the origonal with the goat heads, horns and hoovs on the creatures. The creatures in the E3 are a little too predictable and not as strange looking like the origonal DOOM.

I also noticed the explosion sounds in the origonal Jedi Knight DF2 were used in many movies for years and are still the best explosions I have heard in a game or movie. Some Half-Life sounds are being used in some websites but I think they are just being ripped off from the game.

14.
 
No subject
Dec 11, 2002, 20:16
14.
No subject Dec 11, 2002, 20:16
Dec 11, 2002, 20:16
 
> I believe it was called Soundworks
> or something like that...


Soundboards perhaps?

Thats just like (web)design teams have all kind of photo and clipart compilations. It's called.. err forgot the name

This comment was edited on Dec 11, 20:17.
13.
 
Re: No subject
Dec 11, 2002, 19:55
13.
Re: No subject Dec 11, 2002, 19:55
Dec 11, 2002, 19:55
 
Whoa, I've noticed that about Xcom also. All the freaking time.

The one that comes to mind is the tire commercial where the guy is stopped and the control panel comes out of the ground asking him to select a road. He presses it and it makes an Xcom sound and the world in front of him flips over.

12.
 
No subject
Dec 11, 2002, 19:42
12.
No subject Dec 11, 2002, 19:42
Dec 11, 2002, 19:42
 
Unless I'm mistaken, didn't id claim that they were designing a sound development kit that's part of the game, tailored to Reznor's needs?
Xombie x0mbie x0mb|e Xombie
11.
 
Re: No subject
Dec 11, 2002, 19:22
11.
Re: No subject Dec 11, 2002, 19:22
Dec 11, 2002, 19:22
 
hehe, but the q2 rocket was slow. personally i liked the speed and feel of all the q2 games. we haven't seen as strategic a deathmatch game released since then.

dave snider
comicvine.com
10.
 
Re: ermmm...
Dec 11, 2002, 18:46
10.
Re: ermmm... Dec 11, 2002, 18:46
Dec 11, 2002, 18:46
 
I believe it was called Soundworks or something like that...

been a while..
if I remember correctly
They sell Royalty free sound CDs.
each CD costs around $10 to $100s of dollars..
and yes, they all use it.. Movies, games, TV

9.
 
Re: No subject
Dec 11, 2002, 18:40
JTR
9.
Re: No subject Dec 11, 2002, 18:40
Dec 11, 2002, 18:40
JTR
 
Yeah, both soundtrack and sounds had real character. Or maybe I just dwelled too long in that realm since it took quite a while for other games to eclipse q1.
With q2 the sounds were good but not that good. Specially the rl, that woosh made you feel the rocket traveling down the barrel and that made the rl seem even slower than it already was.

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