My full statement regarding DOOM Eternal

  • Marty lied about the circumstances surrounding the DOOM Eternal Soundtrack and used disinformation and innuendo to blame me entirely for its failure.

Points of note

  1. My response is lengthy and detailed to prevent vague statements from turning into rumours and speculation.
  2. This statement is a direct response to Marty’s false accusations, and I will not name anyone outside those mentioned in his open letter.
  3. Privacy: To maintain the anonymity of others, I have used collective nouns such as “Management”, “id Software”, and “Bethesda” to distinguish conversations between different teams. However, collective nouns should not be interpreted as a general attack on any group as a whole. This statement does not reflect the overwhelmingly positive, successful relationships I’ve had with many people and studios under the Zenimax umbrella. The games I worked on, and the people behind them, remain dear to my heart.
  4. I work as a contractor. I am not a staff employee and don’t work from any client’s office. I am isolated from the development team, living and working in a country on the other side of the planet. I rarely visit studios in person, and communication is maintained through emails and calls.
  5. Contracts are integral. Nothing happens without a signed agreement.
  6. In-game score: A game’s score is written specifically for an interactive music system and consists of hundreds (sometimes thousands) of short audio files. The game’s audio system plays these files in a sequence determined by the player’s actions.
  7. Video game music contracts: In-game scores are budgeted in minutes. Lead developers calculate the expected length of a score at the beginning of the project and negotiate a per-minute rate with the composer, which is written into the game’s music contract.
    DOOM Eternal’s contracted budget was 142 minutes.
  8. Iteration: I rewrite the in-game score as much as necessary until the client is happy. Once they are, the client officially approves the final files, calculates the length and, deducts the minutes from the game’s overall budget, then pays me accordingly.
    I am not paid for any rejected music; it is discarded and not to be used.
  9. OST: An Official Soundtrack (the “OST”) is a separate product. The in-game score is carefully arranged into a linear album to be the most polished, best representation of the game’s score. The work is highly involved and falls under a separate contract.

DOOM Eternal was a difficult project

  • Most levels were still getting blocked out — or didn’t exist — and the “fantasy combat puzzle” design philosophy wasn’t yet clear.
  • People responsible for capturing gameplay footage were only sometimes available, and unstable builds often made recording video hopeless.
  • Details on boss encounters, cutscenes, main menu design, game flow, story, lore and character arcs were still a year away.
  • A contract delay — on id Software’s side — led to a late start, putting us behind schedule immediately.
  • A surprise two-week all-hands-on-deck marketing interruption took six weeks instead.
  • Communication was slow, with id Software often too busy to respond to basic questions faster than a week: on a two-levels-per-month deadline, that’s a big deal.
  • Conversations were bogged down with unnecessary arguments arising from unrealistic expectations, such as why the complex Metal Choir recording, which later took months to execute, couldn’t be done in the first two weeks.

Proposing a solution

“*****” = Doom Eternal’s codename
  • And so, as I had done in similar situations before, I proposed a schedule change to Management.

Pointing out the issues

  • Finalising DOOM Eternal’s intricate music was practically impossible this early in development. Levels were unfinalised or non-existent, meaning the music’s context wasn’t clear.
  • Guesswork was my only option, and I could see a future filled with rejections and demands for rewrites impossible to accommodate thanks to a schedule that was already packed tight.
  • No time for iteration — the pace pressured the audio team to approve music, deduct minutes from the budget, and pay-out milestones before having the ability to test it thoroughly (they had already showed hesitancy to sign off on my deliveries).
  • Zero wiggle room. Any slip meant milestones would bleed into one another, requiring crunch to catch up.

Solution:

  • My plan mirrored a typical approach: first define the overall game’s musical identity by writing strong reusable themes before ramping up production of final music assets when the game’s exact needs become apparent.
  • Key dates stayed precisely the same, including the all-important finishing date, but the immediate pressure of locking off two levels of music per month was eliminated, which had caused headaches already.

Marty struck it down

  • I was taken aback by his reaction. In response, I said he seemed to misinterpret my proposal’s intent, that the current schedule’s rigidity would cause issues down the line, and that finding an execution framework for achieving our ambitious goals was my only agenda.

Pushing forward

  • I tried my best, taking inspiration from blockout videos, concept art and text, but ultimately I resorted to imagination to score levels from the future I couldn’t yet see.
  • The project’s demands began to pile up, throwing the schedule into disarray.
Rewrites began early in the project
  • Hour-long levels where players traverse fantastic worlds with epic vistas and tricky platforming sections had just 30 seconds allocated to exploration music.
  • DOOM’s mantra is wall-to-wall music, which made this oversight seem laughable.
  • I was cut out of music meetings, my emails went unanswered, and the mandated file transfer system auto-deleted all the music files every two weeks. id Software withheld important information, and I was hardly ever able to check my music in-game.
  • The heaping list of problems and their accumulative effect on the schedule didn’t seem to matter to those people whose only method of response was messages laced with criticism.

Pay Issues

After working eight months without pay, I was paid in January 2019, but after that I wasn’t paid again for 11 months.
  • As predicted, the audio team weren’t willing to sign off on anything they couldn’t thoroughly test.
  • They withheld approvals — and therefore payment — for months. Beginning in January 2019, I went 11 months without pay.

The DOOM Eternal soundtrack announcement

I wasn’t aware of the DOOM Eternal soundtrack prior to the E3 announcement.
  • A special Collectors Edition was also announced, which included “Mick Gordon’s original DOOM Eternal soundtrack” (The OST):
At the time of the announcement, I wasn’t under contract to produce the OST
  • The standalone OST wasn’t in production, and I hadn’t been offered a contract to produce it. In fact, we hadn’t talked about the scope, the timeframe, or whether it was even feasible.
  • E3 events are planned months in advance, well-rehearsed, and carefully managed, but nobody thought to discuss the OST with me in any way whatsoever. I learned about it in the media.

But there was no OST strategy

  • Didn’t want to cause a distraction? Didn’t they just announce it at E3, the largest gaming show of the year? Couldn’t they see the issue of taking pre-orders on a product without any agreement or strategy to actually deliver it?
  • The Collectors Edition, a premium product sold for hundreds of dollars, was advertised with the expectation that buyers would receive a copy of Mick Gordon’s original DOOM Eternal Soundtrack. But without a contract to actually produce the OST, there would be no OST to include.
  • I was now under enormous pressure: attaching my name to it meant I’d be held publicly accountable if it failed.
  • Nobody involved in the announcement seemed to consider consumer protection laws. Promising a product that wasn’t in production put id Software/Bethesda at risk of violating those laws — an oversight that would have severe consequences in the months ahead.

Finishing the game

  • Payment enquiries were routinely met with either empty promises, deflections, or long-winded excuses, while they prioritised requests for new music over signing off on previously completed suites.
  • Whenever I put forward the belief that perhaps the game had enough coverage and the minute allocation had surely been exhausted, they’d reject older music to make room for new demands.
  • Occasionally, I bore the brunt of some managers adopting Bethesda’s legal history as clout to make lawsuit threats during arguments over demands.

DOOM Eternal delay

DOOM Eternal delay announcement came via Twitter
  • But no. According to them, I was the one being difficult (the word they used was “ball-ache”), and they urged in no uncertain terms to carefully consider the destination my protest would lead to.

Done

  • Forcibly writing music without a clear purpose caused problems when id Software inevitably rejected it months later, throwing it out with the unrealistic expectation that urgent demands for rewrites somehow wouldn’t impact the already crunched schedule.
  • I understand this approach was supposedly intended to elicit an efficient performance. But in reality, it was spectacularly inefficient: by the end of the project, I’d delivered more than double the minutes stated in the contract.

Still no OST deal

id Software went on to use nearly all the music; over double what they paid for.

id Software still hasn’t paid me for half the score
  • Using double what they paid for wasn’t an accident; it was a conscious decision.
  • Clearly, the cycle of demanding and rejecting music, avoiding approvals and withholding pay was a strategy to elicit enormous amounts of unpaid work to compensate for their budgeting shortfalls.

The DOOM Eternal OST

At the start of 2020, there still wasn’t an OST deal, even though pre-orders had been on sale for six months.

Desperation

  • All previous attempts to engage id Software regarding the OST were either shut down or outright ignored. Reaching out to them again would be a total waste of time.
  • I decided to circumvent the stonewall by going above Marty Stratton, outside of id Software and directly to Bethesda to report my concerns and request an OST contract.
After getting nowhere with id Software, I took my concerns to Bethesda directly
  • That continued to be the case over the following weeks — I discussed the specifics of the OST project and negotiated the deal directly with Bethesda without any involvement from Marty Stratton or id Software.

But we had an unresolved problem with another soundtrack

  • That was far from ideal, but their assurances led me to trust the contract would come through after delivery.
  • It was hard not to get mad. But upon reflection, I had to accept it was my fault for working without a signed deal in the first place. I learned a valuable lesson: don’t ever work without a contract.
  • Worse yet, they hadn’t paid for it.

DOOM Eternal OST contract negotiations with Bethesda

  • Marty would later claim this was the agreed deal, but that is entirely false. In fact, the suggestion was shot down within a matter of hours because it was evident to me and everyone else actually involved in the discussions that there simply wasn’t enough time or budget to make it work.
  • I would produce 12 songs for inclusion in the OST;
  • All 12 songs were to be selected by id Software;
  • id Software had final approval;
  • I was required to hand over all my source files, such as stems, raw assets, mix sessions, etc.;
  • The deadline was April 16.
  • They also assured me the contract would include payment for the other OST I produced in 2015.

The OST was delayed before I had a contract

On March 11, Betheda announced a delay to the DOOM Eternal OST. I still didn’t have a contract.
  • Marty would later claim the agreement was finalised in “January”, implying I was under contract for much longer period. That is a lie. As proof, this is a screenshot of the actual contract email showing the exact date:
I received the DOOM Eternal OST contract on March 18, 48 hours before the original release date.

Making the OST

Marty gets involved, bringing threats, contradiction and panic

  • It dawned on me that I was being threatened: refunds meant financial losses. Marty was saying, in his view, I was legally liable for any loss id Software suffered due to customers claiming refunds over a late OST — if it wasn’t ready in thirteen days, they would come after me.
  • I did the numbers in my head, and the thought was terrifying. I couldn’t understand why Marty hadn’t told me sooner. If I had been made aware of the consumer protection issue before signing the contract, I would have refused to do the OST.

id Software had been working on an alternative OST, without me, for at least six-months.

  • I said we should pool our resources and work together toward a better outcome.
  • In his “Open Letter” posted on Reddit, Marty later claimed that his decision to enlist Chad happened at the last minute and was due to fears I wouldn’t make the April 16 deadline. But the files Chad sent me tell a different story.
  • Perhaps unknown to Marty, BWF Metadata details the exact creation date, time and software used by whoever made the edits. Metadata in Chad’s files show he began work on their alternative OST as far back as August 2019 (six months before I received the OST contract):
Origin dates found in BWF Metadata of Chad’s alternative OST files, showing he had begun editing these using Reaper (Chad’s DAW of choice and not a DAW I use) at least six-month before I had the OST contract.

id Software’s alternative OST wasn’t up to standard.

  • The edits had been eyeballed in a slapdash way by copying audio files directly on top of each other without even a crossfade to cover the transition, resulting in clicks, pops, clipping, abrupt tempo changes, awkward gaps and jarring transitions.
  • Some “songs” were just seamless loop files ripped directly from the game’s Wwise package.
Clicks, pops, clipping, abrupt tempo changes, awkward gaps and jarring transitions — Chad’s edits didn’t even have crossfade covering transition points.
  • Marty would later dismiss these legitimate issues and palm me off for drawing attention to them by minimising my position to an “artist’s perspective”. But he hired me to ensure DOOM Eternal had the best music possible, and Chad’s edited versions simply weren’t up to the franchise’s standard.

The final days

The final hours

  • I had ten songs ready for handover, but a computer issue had halted progress. I needed 4–5 hours to fix it and bounce the final tracks.

He responded by taking over.

  • I could have protested, but it wouldn’t have done any good. Under the contract, Marty was guaranteed veto power and complete creative control. Ultimately, I’m just a contractor — it’s their product, and they govern every aspect.
  • I voiced my anxieties over Chad’s edits and hoped they had improved since the week before. I said they should ensure the album adheres to mastering standards and provided specific details in that regard.

I never heard the final version

  • I was extremely nervous about the release and felt that fans, ignorant of the situation behind the scenes, would likely criticise the outcome.

The OST’s release

  • The majority had been made by stitching together multiple audio files without even a crossfade to cover the edit point, resulting in hard cuts, volume spikes and digital clipping.
  • Many of these splice points were made free-hand, off-grid, leading to awkward transitions and abrupt tempo changes.
The same thoughtless disregard for basic music fundamentals that plagued the preliminary edits ended up on the final OST.
  • Track 24, You Can’t Just Shoot A Hole Into The surface of Mars [sic], starts with two separate sections playing directly on top of each other, but they’re out of sync. The track soon falls apart with a series of stunningly shoddy edits, completely out-of-time, until the main BFG Division riff makes a sudden 8-bar appearance before the track ends abruptly.
  • id Software would have had more success if they’d simply recorded the Wwise output. The fact that so many YouTubers have been able to construct far better representations of the DOOM Eternal score using this exact method proves the point.
  • He carried out a copy-paste job, cutting apart finished music and resaving it. For this, the proper credit would be considered Music Editor. Yet, in some cases, such as Urdak (Track 8) and Deag Ranak (Track 15), he did nothing but change the filename.
Chad didn’t write, arrange, perform, record or produce any of this music.
  • This exact demo file was immediately rejected. In fact, Chad was part of the panel that rejected it. But he included the file on the album and listed himself as a co-artist, despite having absolutely nothing to do with it.
  • More importantly, the song is based on a melody written by Bobby Prince, the composer of DOOM 2, who hasn’t been credited anywhere on the album.

I was dismayed

Skype call with Marty after the poor release

The poor quality release immediately drew criticism

Marty demanded a call

  • My responsibility to him ended when my contract finished, and I didn’t feel like committing myself to a barrage of threats and abuse.
  • In my view, the poor reception was the real-world consequence of a mismanaged project.
  • Marty reassured me and said that he genuinely wanted to work together. That’s what’s “best for all”, he said.
  • I had no reason to suspect he had anything but positive intentions, so I took him at his word and agreed to take the call.

Skype call with Marty

  • He tried to bring Chad into the call for support, but he couldn’t be reached, and it occurred to me that Marty didn’t really understand the issues and was trying to argue based on misperception.
  • I reminded him the OST had been announced without consulting me in the first place, and he had blocked every attempt I made to get it started. It was only when I went to Bethesda directly that things finally got underway.
  • And, quite frankly, he hadn’t even bothered to tell me about the consumer protection issue until 13 days before the final deadline.
  • He accused me of lying when I told him about the email I received from Bethesda that contradicted him on the importance of the deadline. I forwarded him the email, but he ignored it.
  • Seeming to forget I only received the contract two days before the game released, Marty rejected my “assertion” that id Software is always “rushing things”, and expressed frustration at the “notion out in the public” that they didn’t afford me enough time to produce a better album.

Finding a way forward

  • I told him the situation felt like an excellent opportunity to show how disputes should be resolved.
  • I agreed to his request and said I was at his discretion.

Marty’s “Open Letter” posted on Reddit

Marty lied and used disinformation and innuendo to blame me entirely for the failure of the DOOM Eternal Soundtrack
  • Within hours the post was at the top of Reddit’s front page. It attracted thousands of comments, generated countless news articles and prompted many commentators to make YouTube videos.
  • All were repeating Marty’s lies as truth because nobody thought the Executive Producer — now Studio Director — of a major AAA game development studio would go out on a limb and post a series of false accusations on Reddit.
  • Marty’s company Reddit account, “martyatid”, had been dormant for three years. He resurrected the account for this post, choosing the site to amplify his intent.
  • He knew Reddit’s karma point system, ease of anonymous user account creation, swift aggregation of controversial material across subreddits, governance structure, and lack of policies around misinformation would result in damaging consequences for both my professional and personal reputation.
  • In taking to Reddit with a need to lay blame, he endorsed the platform and appealed directly to the worst aspects of it.

Lawyers become involved

  • Zenimax assumed that Marty had acted appropriately and denied needing to pay me for the additional music.
  • demonstrated Marty’s allegations directly contradicted contractual terms, public announcements and contents of emails and phone calls;
  • concluded he exploited his position of authority to deliberately spread misinformation, used Reddit as a vehicle, and substantially damaged my reputation;
  • showed that DOOM Eternal included almost five hours of music, over double what they agreed to pay me per the contract.

Settlement offer negotiations

Back-and-forth

  • However, I was unwilling to do the work while living under the shadow of ridicule and abuse stemming from Marty’s Reddit post. His actions severely eroded my trust in him, and I requested Marty take down the post as a sign of good faith.

That prompted a spectacular meltdown

  • over times I had discussed DOOM Eternal publicly, forcing me to remove my YouTube streams;
  • and for using DOOM Eternal on my portfolio. Meaning I cannot share any of the music I produced for the game, and I had to remove any mention of DOOM Eternal from my website.

Hush money to bury the issue

  • Marty would keep the Reddit post up indefinitely. He’d never retract his false accusations nor clarify his statement, and his story would be forever considered the truth.
  • I could never discuss DOOM Eternal, the OST, or the Reddit post. If ever asked, I had to say “no comment”.
  • I had to pledge I would never badmouth Marty or anyone working under the Zenimax umbrella, and I could never criticise any product developed by a Zenimax studio.

Go to hell

Threats, abuse and harassment

  • They shared my personal details via message boards, including Reddit, which meant that abusers could now reach me in more ways than ever.
  • They email-bombed my inboxes, crashing the server and clogging my messaging services, crippling my ability to communicate.
  • They harassed my other clients with attempts to get me fired from their projects.
  • They called my phone numbers around the clock, screaming messages full of abuse.

Enormous strain

Delays and stalling tactics

  • They threw out the idea of ever redoing the OST and instead demanded the gag order only.

The acquisition

The final offer

  • I would produce a better version of the DOOM Eternal OST.
  • But in return, I needed Marty to take down the Reddit post, publish a clarification and pay me for the extra music used in DOOM Eternal.

More stalling, threats & a giant waste of time

  • As the months wore on, they became belligerent and inflexible, bringing nothing to the table but vague threats and circular arguments.
  • They even degenerated into gaslighting tactics, trying to convince me that removing the Reddit post would somehow make my situation worse, so for the benefit of everyone, it should remain untouched.

Attempting to remove the Reddit post myself

  • I told him how Marty’s Reddit post had affected me deeply, both professionally and personally. It was a source of ongoing stress and harm, and I asked if he’d consider removing it.
  • A few days later, Marty’s lawyers contacted me and said removing the Reddit post had greatly offended him. He was furious and made it clear in the strongest terms that an amicable resolution would be impossible.

The purpose of this statement

Personal thoughts

Factual rebuttal of Marty Stratton’s claims in his Reddit “DOOM Eternal OST Open Letter”

Marty Stratton: “DOOM Eternal OST Open Letter

1. DOOM Eternal’s OST was poorly managed from the outset

  • I frequently raised severe concerns about the situation but Marty refused to do anything about it.
  • After months of inaction, I took my concerns to Bethesda and expressed my difficulties in getting id Software to do anything about the OST.
  • Bethesda and I immediately began to negotiate the contract directly. We decided my contribution would only be 12 songs. Marty wasn’t involved in those discussions.
  • I received the contract 48 hours before the game was released. By then, it had taken over nine months for it to materialise.

2. The OST was delayed before I was under contract

I wasn’t even under contract when the delay got announced.
  • Bethesda delayed the OST on March 11.
  • I received the DOOM Eternal OST contract a week later, on March 18.

3. The OST contract proves Marty’s claims are false

Marty is wrong: I wasn’t under contract until March 18.
  • I received and signed the contract on March 18.
  • The deadline, clearly stated in the agreement, was April 16 (29 days later).
  • I was given just enough time and budget to deliver 12 songs, not 30, which is clearly outlined in the contract.
  • Bethesda and I discussed the possibility of a larger OST during the negotiation phase, but the suggestion was thrown out almost immediately because reality deemed it impossible.
  • Marty wasn’t involved in that discussion.
  • id Software exercised creative control extensively, deciding on the structure of the album, what songs to include, which to omit, the track titles, track order, album art and credits. They even changed the names of some tracks I directly contributed.
  • The final album’s details were withheld from me, and I wasn’t allowed to hear it once before release.
  • id Software was not obligated to seek my approval for anything, nor did they ask for it.
  • I was contractually obliged to hand over all stems, mix sessions, production files, raw recordings, demos, mockups, and other source files.
  • The contract explicitly states that all my source files become the property of id Software, and they own all files I created for DOOM Eternal.

4. They paid me for the OST without dispute

  • id Software approved my OST contribution after I did everything asked of me.
  • Marty was part of the panel that approved it.

5. id Software had been working on the OST for six months, without me, before I was under contract

id Software had been working on an alternative OST for at least six months before I got the contract.

6. Marty doesn’t seem to understand the mastering process

  • As a result, his edits are full of abrupt tempo changes, awkward gaps, jarring transitions, clicks, pops and clipping.
  • Doing so caused dramatic amplitude spikes at the edit point. Chad didn’t bother to crossfade the transition: both files play simultaneously (causing spikes at double the volume).
  • To compensate, he “remastered” the edited song by normalising it to 0dBFS — a rudimentary error.

7. The obvious problems immediately drew valid criticism

8. ”Doubt we’ll ever work together again”

  • Credits. Marty justifies crediting Chad as a co-artist on the album (which I disagree with) by saying it was the fair thing to do. But, his reasoning is deeply hypocritical because id Software flat-out refused to credit several of my long-term collaborators for their work on DOOM Eternal. Their direct contributions were vital to the sound of the score. They were big DOOM fans who were excited to work on the game and performed their very best. They were heartbroken when id Software downright refused to credit them. Marty claims to hand out credits fairly, but that is insincere.
  • Awards. I’m happy to hear Marty feels I deserve DOOM’s music awards because the truth is those trophies are kept locked in the id Software office. I’ve only ever seen them once. Behind glass. From a distance. Nobody has ever offered to send me copies. Thanks to the show’s producers, I was invited to perform at the Game Awards, but other than that, id Software never invited me to collect awards in person. Marty invited himself to collect the awards on my behalf instead. It would mean a lot to have a memento of all the hard work I poured into the DOOM franchise, but as it currently stands, I doubt I’ll ever see those awards again.

9. The most hurtful lie

  • Later, this horrid, ill-founded allegation prompted lawyers acting on Marty’s behalf to offer me a six-figure settlement to cover damages.
  • And frankly, using the guise of “staff safety” as an excuse to attack someone on Reddit is fucking disgusting.
  • I thought the edits weren’t up to standard;
  • I voiced my anxiety over their release;
  • and I never approved the final album.

Summary of Facts

DOOM Eternal

The DOOM Eternal OST was a mess

  • Potential legal trouble they faced for taking pre-orders before it was under contract.
  • Details about their internally-produced OST: an alternative edited from my in-game score, which they’d worked on for at least six months without my knowledge or involvement.

OST release

  • He offered to draft a joint statement addressing the situation and announcing plans to move forward.
  • He requested I hold off on making further public comments until we could address the public together.

Reddit

In issuing this statement, I’m exercising my right to defend myself.

https://www.instagram.com/mick_gordon/

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