Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound

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brainpipe_confusion

Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?

Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless.

Designers and developers Iikka Keränen (the primary coder) and Rich Carlson spoke to me about their work. (They make reference to artist Bill “Phosphorous” Sears, as well.) In the process, they have a lot to say about the design process, about ambient sound design and composition, that goes well beyond just the gaming world. This isn’t just about gaming: it’s truly about digital music.

Digital Eel has won three excellence in audio awards over the past six years from the Independent Games Festival, including, most recently, a nomination for the psychedellic hit “Brainpipe” at the Game Developer Conference this spring. Incredibly, though, says Digital Eel’s Brainpipe, in that time no one has interviewed them about the sound in their games. Independent of the interview, Rich concede to me the challenge of getting people to focus on sound:

People are focused on graphics –and gameplay– and, you know, sound always gets the short shrift, even at game companies.  Sound and music are always the smallest slice of the development budget pie.

But not so at Digital Eel.  Sound and music are integral and integrated with design from the first moment we have something happening on the screen.  We feel it must be, and not just sfx but music, especially music which so often sounds like something….like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.

Brainpipe Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)

Brainpipe on Steam (Windows only)

At a glance:

Engine: Custom

Favorite inspiration: demoscene, The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky

Special acheivements: hiding loop points, creating a seamless acoustic descent, tapping into your subconscious

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Game Music Making: Kongregate Collabs to Connect Music Makers with Indie Games

image Speaking of games, you can expect game production to start to attract the attention of musicians and web publishers. Whereas a few short years ago, targeting musicians might mean dangling rock club gigs or album sales, now a lot of those same music makers want to break into gaming, too.

Kongregate is a bit like public access, only on steroids and for games. The idea is this: get indie game makers in one place contributing games, then get lots of people playing those games, then support the system with ad revenue shared with the game makers. The model has grown rapidly, with millions of users and over 15,000 original games.

The newest project from Kongregate looks to connect artistic talent on projects, including musicians, composers, and sound designers wanting to work on game projects. The Collabs section will see artists and sound and music creators uploading their work to find collaborators. Initially, there’s a contest on, with competition for attention, cash, and studio prizes.

http://www.kongregate.com/collabs

The competition aside, this could be the beginning of a successful community for collaboration in the indie Flash gaming world. Assets are often uploaded under a Creative Commons license, and I see one of the top sounds draws on samples from Freesound.org. While career success is an obvious goal, the contributors so far appear to see sharing as a way to get there – in stark contrast to the model in the mainstream, big-business game industry. Quality is, of course, variable, but ask anyone in the game industry how to become successful and the answer is always make as much as you can. Getting work out there, even primitive, can be part of a learning process. So I’m eager to see what transpires as these kinds of communities grow.

There is an invariable comparison to Deviant Art – and you’ll see they’ve already begun to invade.

Oh yeah, and I quite like these glassy tendrils, rendered in Cinema 4D. Image (CC) Chaodeath. Now, make that run real-time. Or, erm, imagine those are virtual renderings of artists … collaborating.

Interactive Audio Folks Converge at GDC: IASIG Meetup

Photo: Ben Hanbury, from a very cool BBC event. Sort of sums up game audio, this.

For one area in which forward-thinking digital music types are doing innovative work in game and interactive audio, look no further than the Interactive Audio SIG. They’re doing really interesting stuff in looking at how tools can support future interactive music. And if you are going to GDC, this is another one you’ll want to catch. It’s worth noting that the “interactive” in their title really is just that: this is about all forms of interactive music, not just games per se. Given what we’ve seen with generative music apps on desktops and mobiles alike over the past year, that really brings this point home. In fact, unconstrained by the harsh business realities of big-budget game development, individual composers and small teams experimenting with the future of music is really where I expect to see progress.

That doesn’t make the challenge any less for formats like IASIG’s iXMF interactive spec – if game developers are primarily interested in keeping their proprietary engines humming and focus on fairly non-interactive assets, iXMF may not really catch on. But then, I like a good challenge, and anyone who knows the game and interactive space knows that sometimes real innovation takes time.

Watch CDM for more coverage and even some tutorials on these topics all year long – think we’ve got some good stuff coming.

Brad Fuller of IASIG writes: “I didn’t see a mention of the IASIG on your blog. Maybe I missed it.”

Well, Brad, sometimes I just think things and forget to write about them, which admittedly makes it hard to read. So here’s what Brad sends along on the IASIG meeting:

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Audio, Music Gems from the Upcoming Game Developer Conference

Music for mashing buttons to. Photo (CC) Jon Jordan, Pocket Gamer.

Perhaps it’s a sign of the times that, as far as the conference calendar for 2009 goes, some of the most interesting discussions about audio, composition, and technology are happening at a game developer conference.

The terrific GameSetWatch “alt.video game” blog has a nice overview of the goodies at GDC in March for audio lovers:

Previewing GDC 2009: Inside The Audio Track [GameSetWatch]

But even that doesn’t cover all the goodness. Check out the full Audio Track schedule:

Audio Track, GDC @cmpevents.com

I imagine for someone looking to get started or develop in game audio and music, there’s tons of value here, especially if you’re near San Francisco in the spring. Here are some highlights for me – and a general critique of why really experimental, bleeding-edge tech seems to be sidelined.

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