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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Super Cute: Indie Rock Coloring Book

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Super Cute Thursday (unplanned) continues, with an adorable indie rock coloring book. It’s hardly the first. STS9 and recently the lovely Riceboy Sleeps limited edition by Sigur Ros’ Jonsi and Alex came with coloring books. Perhaps inspired by musicians entering parenthood, it’s all the rage.

If you can’t be pressured to select just one band for your (or your kids’) coloring pleasure, here’s The Indie Rock Coloring Book, a project of the Yellow Bird Project, which gives to artists’ charities. You get to not only color but solve mazes and connect-the-dots.

Hey, with music increasingly intangible in the digital age and record sales dropping, it seems the kids’ activity book could be the future. And you get artists like MGMT, Iron & Wine, Bon Iver, and – pictured here – Joseph Arthur with his various stompboxes. Other artists involved with the project include faves like Au Revoir Simone, Broken Social Scene, Of Montreal, Rilo Kiley, and … many other goodies.

Electronic artists have been having a wave of babies themselves, so it seems an all-electronic coloring book is next. Perhaps a maze in Ableton Live’s Clip View, color-the-oscilloscope, monome Sodoku, fold-your-own-Moog… I could go on, but I’ll let you suggest some ideas and artists. (CDM Activity Book, perfect for long tours?)

Daily Dose Pick: The Indie Rock Coloring Book [Flavorpill]
Coloring Book
Yellow Bird Themesong

Osmos Game Available, with Brilliant Electronic Score

Osmos Trailer from hemisphere games on Vimeo.

Osmos is a glorious glimpse of the fusion of electronic sound and game design many of us anticipate. It is built around a (challenging!) physics-based gameplay style – in the same vein as float-around-the-world games like flOw (and long before that, Asteroids) with procedural design and a perfect, liquid electronic soundtrack. Osmos became available DRM-free yesterday on Valve’s terrific Steam service for US$10 (on sale for a little less this week), and you can buy worldwide from the developer on Direct2Drive. (The developer has temporarily suspended direct sales from their site. Updated: the game is available again direct from the developer. It’s worth buying direct if you want to get a free coupon for the Mac and Linux licenses when they become available. Steam and D2D are great stores that support indie developers, though, and in the case of Osmos you don’t get any DRM with either one.) There’s also a free demo available. Versions for Mac and Linux are coming soon.

The roster of artists working on the music is simply a dream, including Loscil, Gas/High Skies, Julien Neto, and Biosphere.

I’ve already lost myself in the opening levels, and can’t wait to get deeper. CDM will have an interview with the creators by next week, once they recover from the launch.

And yes, indie gaming looks like a very fertile ground for digital artists and musicians, indeed.

Now, I’m not going to say anything else, because I want some time to play the game.

http://www.hemispheregames.com/osmos/

Signs of Change, Ingenuity in Music Distribution

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With the weakened world economy, content in general faces plenty of gloom and doom. Advertising models are severely weakened. But, oddly, in the world of music, there are some positive signs that the shift to decentralized, online distribution might actually be going well — and maybe economic pressures are simply ensuring the parties involved find some way to make the adjustment.

And music distribution is becoming wonderfully weird and diverse – maybe far more so than in recording’s so-called golden age, an era in the past dominated by racial division, predatory labels, and a few dominant big businesses. (Money is tough as always, but it does make you wonder why we complain so.)

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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.