Mick Gordon (born 9 July 1985) is an Australian composer and sound designer… Read Full Bio ↴Mick Gordon (born 9 July 1985) is an Australian composer and sound designer whose compositions aim to transcend the perceptual boundary between music and its context. Mick’s work considers the role of music as a translation of the world in which it exists rather than a simple accompaniment. Through creativity, interpretation and collaboration he develops a meaningful exchange between the visual world and music culminating in the authorship of a unified original work of art.
Mick utilises a broad range of modern musical sound design and traditional composition techniques in order to be unconstrained by any singular genre. His music is inspired by the connection between the audience and the experience and seeks to overcome the separation between music and the world in which it exists.
Recently, Mick scored the video game DOOM - the return of id Software’s seminal first-person shooter. To illustrate the game’s portrayal of Hell and its insidious power he explored the role of energy in sound production and how the physical properties of analogue equipment can be imparted onto digital sources.
His award-winning interactive score for Microsoft’s reboot of KILLER INSTINCT featured a myriad of performers from around the globe. Mick collaborated with a viking choir in Sweden, representatives of the Nez Perce tribe in Idaho and numerous other performers, vocalists, lyricists and translators to produce its Amazon best-selling soundtrack.
Mick’s score for the video game, WOLFENSTEIN: THE NEW ORDER interweaves modern musical sound design techniques with 1960s style record production. He synthesised field recordings and transformed them into new physically playable instruments to create unique musical palettes. The score explores the role of distortion as a modern musical device. The process of overdriving various pieces of analogue equipment into extremes to create tension was used to represent the game’s chaotic villain, Deathshead. Additionally, to musically represent the rebellious plight of the heroes against their oppressors, Mick utilised vintage instruments, microphones and recording equipment to create music inspired by protest and freedom movement songs of the 1960s.
Mick Gordon is represented by the Gorfaine Schwartz agency.
Mick utilises a broad range of modern musical sound design and traditional composition techniques in order to be unconstrained by any singular genre. His music is inspired by the connection between the audience and the experience and seeks to overcome the separation between music and the world in which it exists.
Recently, Mick scored the video game DOOM - the return of id Software’s seminal first-person shooter. To illustrate the game’s portrayal of Hell and its insidious power he explored the role of energy in sound production and how the physical properties of analogue equipment can be imparted onto digital sources.
His award-winning interactive score for Microsoft’s reboot of KILLER INSTINCT featured a myriad of performers from around the globe. Mick collaborated with a viking choir in Sweden, representatives of the Nez Perce tribe in Idaho and numerous other performers, vocalists, lyricists and translators to produce its Amazon best-selling soundtrack.
Mick’s score for the video game, WOLFENSTEIN: THE NEW ORDER interweaves modern musical sound design techniques with 1960s style record production. He synthesised field recordings and transformed them into new physically playable instruments to create unique musical palettes. The score explores the role of distortion as a modern musical device. The process of overdriving various pieces of analogue equipment into extremes to create tension was used to represent the game’s chaotic villain, Deathshead. Additionally, to musically represent the rebellious plight of the heroes against their oppressors, Mick utilised vintage instruments, microphones and recording equipment to create music inspired by protest and freedom movement songs of the 1960s.
Mick Gordon is represented by the Gorfaine Schwartz agency.
BFG Division
Mick Gordon Lyrics
We have lyrics for 'BFG Division' by these artists:
Alex Terrible Distort reality Today the wind will blow in your direction …
We have lyrics for these tracks by Mick Gordon:
A Fridge Called Nora Баю-баюшки-баю, не ложися на краю Придет серенький волчок и …
I'm Back I use to be the flashiest star Chilling with cash and…
I. Dogma In the first age, in the first battle, when the…
III. Dakhma They knew he would come, as he always had, as…
Im Back I use to be the flashiest star Chilling with cash and…
Polemos Μάχη, Πόλεμος, Νίκη, Πόνος Δίκη, Πόλεμος, τρόμος παντού Μάχη…
Touch Me and I'll Break Your Face Woo, come on, yeah! Come and get it. Woo, yeah! Yeah come on…
Warlord Kung och Furste (King and Prince) Krigare (Warrior) Kejsare …
The lyrics are frequently found in the comments by searching or by filtering for lyric videos
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@christiangauthier727
I will NEVER forget the first time this Song played in the Game. I had bought an Xbox especially to play Doom 2016, I was still getting used to the Xbox One Controller, which I had never used before, so at that point I wasn't yet in full control of my abilities, FAR FROM IT!
I was also wearing my brand new Sennheiser XM4 Headphones, getting me fully immersed into the Game, opening up a whole new level/Range of Low End Frequency Response that I had never had before, even with my previous Sennheiser Studio Headphones I'd been using for over a decade for... well... Studio Recording, Mixing & Mastering.
Studio Headphones are VERY different from regular headphones as they're meant to reproduce exactly the Sound as it was Recorded, meaning without "Enhancing" anything (no Bass & Highs/Treble Boosts for example, which are present in all Regular Headphones), and I had even gotten used to listening to Music & everything else with those "Flat" Headphones for over a decade. With Flat referring to the EQ Signature of the Speakers/Headphone Drivers. Since you want to hear things exactly as they were Recorded in order to know what EQ & other modifications to apply & hear where everything sits in the Mix, you must hear them without any Frequency being Boosted or Cut, and it's a radically different listening experience from regular Headphones and Speakers! This allows you to Master a Track in a few different versions so that each will be Optimized to sound best when listened on the Radio, with Headphones or with Speakers.
So, with that in mind (still being very clumsy with the Controller and getting an almost orgasmic listening experience by hearing for the first time all those very Low & Deep Sounds, giving me an amazingly accurate 3D/Spatial Resolution which allowed me to pinpoint the exact source of a sound relative to my position, helping tremendously with the Immersion), I had just started playing Doom 2016, giving me a whole lot more Elements to factor in my very steep learning curve... And, being a lifelong Player of FPS Games, a true Veteran of Doom, Doom 2 & Doom 3, of course, always loving a hardcore Challenge, I had selected the Ultra-Violence difficulty setting, having absolutely no idea how grueling it would be with both the extreme improvements in the Monsters' AI and the new "Rip & Tear" Gameplay that was extremely focused on Pressure from your Opponents & having to constantly Push Forward instead of taking a more relaxed, tactical approach to Enemy Encounters...
So, after going through the 1st Level, which was not easy but still pretty relax, when I got to the 2nd Level, after surviving a few tough fights, when I eventually reached the point where you exit the initial Tech Base Environment through a bulkhead door to the Surface, IT WAS AT THAT MOMENT THAT THE GAME GAVE YOU A BRUTAL REALITY CHECK WITH A FIGHT THAT HAD A HUGE SPIKE IN DIFFICULTY, suddenly being thrown into a freaking Chaotic Situation (which is very realistic as Combat is pure Chaos in real Life), landing in the middle of a huge Fight where Enemies were coming from EVERYWHERE and hunting you down very aggressively, putting huge pressure on you, that this Soundtrack Kicked in, making this experience a HUGE adrenaline rush...
This Soundtrack immensely elevated all aspects of this Encounter, making it feel so freaking brutal and overwhelming at first!
I'll never forget that moment!
Listening to this Track still gives me Chills and always brings me back to that moment when I got a bit freaked out by how insanely hardcore the Gameplay had become (and it was just the beginning!), got my ass kicked a couple of times before getting the hang of the new Gameplay Mechanics of always pushing forward as staying in the same spot only a few seconds meant you were screwed...
Man! I LOVED IT! And I still love this amazing Game that was a true return to Doom's Original Experience as opposed to Doom 3's more Horror oriented Gameplay and Atmosphere, only with a Modern Twist and the new "Rip and Tear" Elements!
@bariozza
I was listening this while driving my car at 130 mph , then i realized i had no car , i was just running
@frog3728
Wow you to
@mohitmishra9801
Damn underrated
@sotrueish
Ah yes, riding a car
@sinnombre-rc5we
wait wot?
@CEfect
You are doom guy/doom slayer since he can run faster than his rockets
@LOL-cringe
- One of the greatest game soundtracks ever
@LOL-cringe
- The difficulty meter in this game isn’t made for the player.
- It’s made for the demons.
@----------------------163
how much of a bot are you
@UnkleJoe
the music that plays when I do 3 pull-ups