Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound

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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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GPS Beatmap: Ford LTD + Salt Flats = Locative Driving Control Surface

GPS Beatmap from Jesse Stiles on Vimeo.

“Locative art,” the idea that somehow location will feed into music and visuals, has eluded culture. We have the technology, in the form of sophisticated databases of location information and highly accurate, publicly-available GPS satellites. But it’s one of those solutions in search of a problem, and begs the question, why?

That is, until you unleash a nearly 6-liter V8 Ford LTD Crown Victoria on the legendary Bonneville Salt Flats, and your driving gets translated to music. Now it makes sense. And sweeping through the salty dust in one of America’s greatest action-car-chase cars of all time, manipulating music on a Max/MSP software patch, all becomes right with the world. (That’s how it is in my head, anyway.)

The planet is your control surface.

Such is the project sent by co-creator Jesse Stiles, who worked with Rich Pell (and editor/documentarian Olivia Robinson) under the name Face Removal Services to perform this vehicular musical production. (Thank, as well, The Center for Land Use Interpretation / GPS Expo 2006. PS – I think we now know what to do with all those clunkers Americans are turning in for Cash for Clunkers.)

Now, this covers only X and Y axis. I think we need to add the Z-axis, for base jumpers. (I had a dream last night in which I was hang gliding from the rim of the Grand Canyon to the Colorado River below, a reminder that the Earth – and computer interfaces – do not have to be flat.)

d-touch Tangible Sequencer: Updates to Free Camera+Blocks Drum Machine

Bored with mouse pushing and knob twiddling? The d-touch tangible sequencer / drum machine makes a cheap interface (with free downloadable software) for assembling sequences. Make some (attractive) blocks, set up a webcam, and plug into your computer. I took a first look at this tool last month, and noted its use in sequencing walnuts. (Yes, the ones that fall from trees.) Since then, the developers have been hard at work on updates. Enrico writes:

We just released the d-touch sequencer, a new, more advanced, audio application. In the sequencer you can record your own samples in real time.

We also have few updates for the drum machine, which should solve the activation problems we were having at the beginning.

Go grab the markers and the software, and you have your own webcam-based drum machine.

Should you decide to go beyond their free instrument, the underlying system is really quite sophisticated. Part of what makes it beautiful is that you can design your own markers rather than settling for predefined patterns, as with most similar marker-tracking systems. There’s even a tool for correcting problems in your design. The freely-downloadable analysis software is written in C/C++, but if you use another environment (like Max or Processing or Reaktor), you can simply pipe data to your tool of choice.

The drum machine and sequencer are available now, so go download them and let you know how you fare! System requirements: a printer, a webcam, and a PC/Mac. Enjoy!

http://www.d-touch.org/

For some hands-on impressions of working with these things, the excellent PC Music Guru has a great description of the experience. Or, if you read the language, there’s a Japanese-language hands-on blog entry.

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Interactive Musical Whimsy, with Lightning Bugs: Mujik Free on iPhone

Float away with Mujik… from The Amazing Rolo on Vimeo.

Musical technology is often designed to be “hard” in character. Interfaces are cold and technological-looking, futuristic like spaceships, or made to replicate antique gear to make guitarists feel nostalgic. Musical interfaces consciously avoid anything “childish” – calling something a “toy” being the worst possible insult – and they’re certainly never whimsical.

That’s why the real news about Mujik isn’t that it’s a new iPhone app, or that, after a few weeks of teasers, you can download it today on the iTunes store. (The app is free for a limited time.) The news is that it’s a musical interface with lightning bugs.

Mujik teaser… from The Amazing Rolo on Vimeo.

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Beautiful Sonic Sculptures from Portugal, and Announcing Handmade Music Porto

Sonoridades Líquidas [Liquid Sounds] from Rui Penha on Vimeo.

Wonderful work in sculpting sound into beautiful handmade electronic-acoustical instruments is pouring out of Portugal. Now we get to see more of that work – and if you are in Portugal, you can share in person at a new event.

The Handmade Music project and community has found its second home – Porto, Portugal, at the massive Casa da Música! The first event will be held Tuesday, July 21. (Full announcement, English/Português).

De hardware a software feito em casa até circuit bending, kits personalizados ou instrumentos acústicos originais, todos estão convidados a aparecer na Casa da Música pelas 21h30 para montagem de instrumentos. Pelas 22h abrimos o evento ao público geral – a entrada é livre e recomenda-se -, ocupando a Digitópia e a zona do bar do Foyer Sul. Contamos convosco!

To celebrate the new party, organizer Rui Penha sends over a survey of some of the instruments and sculpture that are being homegrown in Porto. And yes, even first-time-creator high school students can make fantastic work (see after the jump). At top:

An interactive installation made for Casa da Música – Porto, Portugal – with João Ricardo de Barros Oliveira and Luís Girão. Shown here is the algorithmic composition and synthesis patch I made in Max/MSP and the Arduino-based sensor system, co-developed with Luís Girão.

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