This Week at the Game Developer Conference, San Francisco, Push the Button

What can you do with this? Game designers and artists find out this week at GDC. (Pictured: my own submission, up close.)

Why should Create Digital Music and Create Digital Motion (and, well, their editor) go to a game conference? This year, in particular, the annual gathering of game developers in San Francisco means a real convergence of gaming culture and digital music and motion, of ideas about how interactivity can work (and the challenges of making interaction design creative), of generative and adaptive music and new cultures of digital media. Aside from that, of course, there’s no particular reason.

A quick look at some event highlights with which I’m involved:
Tonight (Wednesday) is the debut gala for Gamma IV, the creative game design challenge by the Kokoromi Collective. You can check out the winning games on the show floor, as well.
http://www.kokoromi.org/gamma4/

The games themselves offer plenty of inspiration for live visualists and people exploring new interfaces for music. But there’s also a music lineup alongside, with Starpause, Phil Fish, Moldover, Baiyon, Class Prez, and Future Boy. A big thanks to my mate Starpause for putting that lineup together; I’ll also be doing a short live set.

Unrelated to GDC (but working out nicely since I’m in town), Thursday night is a meeting of the illustrious Bay Area Computer Music Technology Group (BArCMuT), with a big, all-female lineup of creative artists finding expressive new interfaces for musical performance. I’ll be giving a lightning talk before the full program, so say hi if you’re around.
http://www.meetup.com/barcmut/calendar/12702241/

Friday night is the free evening of One Button Objects, a set of interactive art pieces that explore what can be done with a single button. I’ll be talking more about that later this week; it really wound up being a great exercise, and even if you believe in rich, expressive control for music, forcing yourself to work with a single button is nothing if not enlightening. I co-curated the show with Heather Kelley of Kokoromi.
Event details: One Button Objects: Kokoromi + Gray Area Foundation for the Arts

Exclusive Free Soundtrack: Osmos, Featuring Gas, Julien Neto, Loscil, High Skies

Play this track:

 

The independent game Osmos won our hearts in 2009, with transcendent, meditative gameplay built on simulated particle physics, starting as a floating wonderland and ending with some deliciously punishing difficulty. But it’s the soundtrack that sealed the deal: ambient-tinged work by artists like Gas 0095, Julien Neto, Loscil, and High Skies helped us imagine an unseen, microscopic (or perhaps macroscopic) world. Their sonic craft is a great example of what digital music can be.

Now, I’m pleased to offer a lot of that music for your listening pleasure, for free. It’s one of the rare game soundtracks you’d want to hear even after having heard it on repeat while solving some of the title’s trickier puzzles. A huge thanks to the artists, whose generosity made this compilation possible – check out their work if you haven’t already.

The release is overdue, but it comes at a good time. By the end of last year, Osmos migrated from its initial, Windows-only release to Mac, too. Owners of multitouch PCs have been treated to a multitouch version on Games for Windows Live. (I’m still working on loaning a multitouch laptop; stay tuned.)

The most recent news, as seen on Synthtopia and the Microscopics blog: an iPhone version of Osmos is coming soon.

If you’ve already gotten the game but got stuck on Epicycles (ahem), we have a solution for that, too – see the recently-released video from the game developers, who must have heard your pain. (Man, in my day…)

We have two formats for listening:

read more

Chime, Beautiful New Music Game on Xbox 360: Play to Philip Glass, for Charity

chime1

One Big Game is a charity assembled by game developers to raise money for children’s organizations. Musical games look to figure prominently in the series. Design legend Masaya Matsuura (PaRappa the Rapper, Vib-Ribbon), father of rhythm games and without whom there likely would be no Rock Band or Guitar Hero, has signed. And the first title out, from Zoë Mode, is musical in nature, too, in a game called “Chime.”

Chime is an elegantly-designed game and a lovely way to unwind, particularly with Philip Glass’ gorgeous “Brazil” in the track list. (“Brazil” has Glass’ usual musical furniture, but the cut, taken from the Aguas da Amazonia album, is executed by the extraordinary Uakti ensemble and takes on a new set of timbres.) One relevance to Create Digital Music – it’s not a bad way to take a break after a production and/or programming stint. The game is 500 Microsoft Points for Xbox Live, the lion’s share of which goes to children’s charities.

Fun as it is, Chime also reveals some of the limitations of musical gameplay; whether or not that’s a fault is really up to the user/gamer. The gameplay is almost a direct homage to Lumines, Tetsuya Mizuguchi’s puzzle game. As with Lumines, you place interlocking blocks into patterns, with the basic mechanics derived from Tetris. Chime is actually slightly simpler; there’s no color matching involved, only the creation of matching “quads” – areas of the grid 3×3. The more of the space you manage to fill up, the higher your score, which is oddly satisfying. (Sure, other animals have survival instincts and stuff like that imprinted in our brain; humans seem to be basically obsessive-compulsive as a species. Great.)

How is this a “music game” and not just a variant of Tetris? Well, again borrowing (liberally) from Lumines, Chime has a playback “wiper” that scrolls across the screen from left to right. In fact, it’s not so much that Chimes or Lumines are music games as it is that digital musical interfaces in general tend to use left-to-right, linear, step-sequencing grids. The tracks are all pre-composed, whether Glass or Moby, so the blocks themselves just add little musical “flairs,” kept in time to the music.

read more

Put a Hex on You: New Game, Crazy Music Sequencer with Hexagons

Hexagons are the new squares.

After years of square grids, music is discovering the hexagon in a big way. Hexagonal lattices have advantages of their own, in terms of how efficiently they pack space and the way adjacent sides align. Don’t believe your local mathematician? Ask your local bee.

What’s interesting is that, as musicians experiment with interfaces and structures, they may wind up with either a wild, experimental music synthesizer, or a fun game.

On the game side, at top, we have a trailer for the upcoming “Fractal.” It appears to match the productivity-annihilating addictiveness of puzzle games with reactive music. As the creators put it, it’s “a fierce intersection of fractal gameplay, dynamic audio, and kaleidoscopic visuals” and “a new ambient music puzzler experience. Combo, Chain, and Cascade your way through a pulsing technicolor dreamscape that reacts to your every move, while manipulating Fractals, creating Blooms, and expanding your consciousness at 130 BPM.” They cite Andre Michelle’s ToneMatrix, a Tenori-On-like Flash app (see videos), as a major influence, in addition to games like Lumines.

It could also be that the developers have been reading CDM and decided to engineer the perfect solution to permanently steal your lives, oh reactive music-loving, gaming nerdsters.

The game is from the creators of Auditorium, a beautiful puzzler that simultaneously involved arranging ambient music. I couldn’t get entirely sucked into Auditorium’s gameplay, but now, if CDM’s blog posts suddenly disappear for a few days when this comes out, I may realize that was a good thing. For more:

Cipher Games Lifts the Veil on Synaesthetic Puzzler Fractal [Bytejacker]
playfractal.com

Bee tested, bee approved! You’ll never see these guys hanging around square grids, or using a monome. Photo (CC-BY) Peter Shanks.

If you’re wondering if these same sorts of structures could be transformed from game rules to musical rules, you’ll like the next project. Paris-based Composer René Micout has built an elaborate musical application inspired by the Reactogon music sequencer / “chain reactive performance arpeggiator.”

read more

Real for Reel: The Amazing Sherlock Holmes Experibass, and More Winter Cinema Sounds

Sometimes, the best sounds come not from synthesis, not even from electrified instruments, but from the purity of a mic and acoustic instrumentation. It remains electronic, or even digital sound, but its source is organic. And so, one of the best reasons to see the new Sherlock Holmes movie in theaters is the wonderful noises that bounce around Hans Zimmer’s score.

Behind many great film scores are great soloists as much as great composers, and Sherlock Holmes is no exception. Zimmer worked with Diego Stocco, sound designer, sound artist, inventor, and composer in his own right. To realize the inner workings of the mind of Sherlock Holmes, violin player, the pair turned to Stocco’s own creation, a kind of meta-instrument made of all string instruments, dubbed the Experibass. Looking only at its appearance, the instrument looks like a practical joke, with the bridge and neck of a violin and viola pasted onto a Double Bass. But once you hear the creation, the instrument is sheer genius, combining the Double Bass’ superior resonance with the more delicate sounds of the treble instruments.

Brilliant as this instrument may be, let’s not get entirely distracted from the really important things in life, like how to make great pasta. Watch the video interview above for insight into the sonic and culinary recipes in the duo’s kitchens.

That’s just the beginning of the inspiration to draw from Diego and other artists whose work is heard from behind the silver screen in this blockbuster cinematic month of December.

read more