Further musings on Rack Extensions

The series continues! My second Rack Extension art mockup is a slate-blue synthesizer with a colorful touchscreen and plenty of visible wear and tear from use.

Rack art demo #2

Rack Extension art mockup #2 by Michael Mancuso (Click for fullsize)

Obviously, as stated when I posted the first mockup a few days ago, these don’t make any actual sound. While I’d be eager of course to jump on board with any developers wanting to implement Gelatin and Plum controls on their synths, this design itself is just an artistic exercise. Knobs and switches here were arranged primarily based on their appearance, given that they mostly have no actual functions assigned to them.

Though Propellerhead Software has yet to make publicly available the exact official specifications for interface design in Rack Extensions, I’ve given quite a bit of study to their own interfaces and aimed to model the lighting and general appearance of mine to match closely with their own work. I’m aiming to make each of these mockups a greater accomplishment than the one that came before it, so for the mockup I’m currently working on, I’m focusing more directly on usability by creating a Reason-styled interface design based on a popular plug-in that already exists as a VST.

Now, as a Reason user, I have to expound further on what excites me so much about the Rack Extension concept in the first place, because users and developers both will benefit hugely from it: Integration into the Reason rack will actually enable plug-ins to be combined in a way that makes them far greater than the sum of their parts. Continue reading

Rack Extension art mockup #1

News of Propellerhead Software‘s recent announcements have already been spreading through the music production world like wildfire.

In case you haven’t heard, they’ve been developing a technology called Rack Extensions, which will allow third-party DSP developers to create and sell new devices to fit into Reason’s “virtual hardware” rack, with all the same routing functionality and other workflow benefits of Propellerhead’s own built-in devices.

To go along with that exciting news, I’ll be designing some device interface mockups and posting them up here this week. Not devices to actually make sound, mind you, but device interfaces to demonstrate the work I’ll be doing as a graphic designer for developers looking to get involved in the Rack Extension market. In this first mockup, I’ve created my own realistic, high-quality knobs, sliders, and buttons that feel right at home among the existing Reason devices:

Rack Extension Art Mockup

Rack Extension art mockup: "Amateur Home Mixdown" by Michael Mancuso (Click for fullsize)

Continue reading

New and old music online!

I’ve been hard at work on some major overhauls to the music section of the site, creating new pages that do a much better job of showcasing the music I’ve released.

As part of this proejct, I’ve made the entirety of last year’s Seventeen More Times and 2007′s A Terrible Flood available to listen for free online. If you haven’t heard them yet, it’s never been easier!

Even better, the Demo Reel on the main Music page features four new, never-before-heard songs that I’ve written for various projects in the past year:

  • “From Here To” — A fuzzed-out, bombastic post-rock song that’ll almost certainly appear on my next album in some form or another.
  • “Distant Pier” — A brief, melancholy night theme played on piano.
  • “Waltz of the Demons” — A mystical, completely re-orchestrated take on a classic from the Doom soundtrack. The original song by Bobby Prince can be heard here. My version will appear on the soundtrack to The Shores of ZDoom.
  • “Heatbox” — An upbeat, minute-long background track I composed for a Richard Day Research product demo video.
Though I’ve been a bit quiet on the music front lately, I’ve been busy! More to come :)

 

DTWiD 1.1a, and a sequel underway!

Just a small news update to mention that Doom The Way id Did’s 1.1a bugfixed release has been posted to the /idgames archive. Go get it!

Its sequel, Doom II The Way id Did, has also been officially announced recently. A bunch of maps have already been submitted to the project and are downloadable from the development site, including three I’ve built that I’m quite proud of: the American McGee-styled Water Main, the John Romero-styled Leap of Faith, and the Sandy Petersen-styled Dead Sea. The project is off to a really exciting start and is slated for a September release.

Doom The Way id Did 1.0 Released

After much weeping and gnashing of teeth, Doom The Way id Did 1.0 was finally completed and released to the public last night, on the 18th anniversary of Doom’s release.

If you haven’t heard about the project already, it’s a community-created Doom.wad replacement built in the style of the mappers at id Software who made the original game’s levels. The structural scale, level flow, architecture, and countless other aspects of the original maps were closely studied in aiming to create as authentic an imitation as possible.

More information (and, of course, a download link) can be found at the official project site, the release thread on Doomworld, and my own page about it.

In other community news, the 18th Annual Cacowards also finally came yesterday. 2011 was a surprisingly active year for great Doom projects, and so I’m honored that a few projects I worked on got mentions in it. Congratulations to all the winners, and here’s to another productive year!

SpaceDM9 and Vapor: 1.01 Updates

The advanced Eternity Engine single-player map Cargo Transfer (that is to say, the Vaporware Demo) and the also-pretty-darn-advanced Skulltag deathmatch multiplayer pack SpaceDM9 have both been updated to 1.01!

These updates fix minor bugs that have cropped up since their original releases earlier this year.

If you still haven’t played the Vaporware Demo or SpaceDM9 yet, in my heavily biased opinion there’s never been a better time to check them out!

32in24-11 Released!

The latest in the acclaimed 32in24 series of rapidly-developed Doom II megawads, 32in24-11 has recently been released! This one is a pack of classic free-for-all deathmatch maps for multiplayer. It’s been given several rounds of intensive online and offline testing over the course of the past two weeks and it’s already being hailed as the most successful, fun-to-play 32in24 release ever.

I contributed three maps to it (MAP03, MAP17, MAP29), out of the total of 45 submissions made by various community members. There are a lot of gems in there, and it’s definitely worth a look if you’re a DM player, particularly considering that there’s now a permanent server hosting the whole set on Odamex.

Whatever the case, you can get more info, check out a bunch of screenshots of my contributions, and download the whole pack here.

Heh

Welcome to my portfolio site! As you can see it’s still something of a work in progress, but there’s still things to see, and more will come very soon.

Right now I’ve got a rudimentary music page set up with links to free streaming tunes, videos, and other relevant links, as well as an artwork portfolio page and an in-progress section on some of the Doom mapping projects I’ve been involved with.

In the future I’ll be using this space to post more music, pictures, maps, and some articles on level design.

Watch this space: