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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Interview: Smule’s Ge Wang on iPhone Apps, Ocarinas, and Democratizing Music Tech

For many, mobile technology and developing for the iPhone and the iPod touch is a fad and a Gold Rush. Good designers, though, take a longer view of how interaction can be expressive. And there are few people with a better sense of the big picture of small devices than Dr. Ge Wang. The co-founder, CTO, and Chief Creative Officer of Smule has a background that goes well beyond the latest Apple platform. Along with Perry Cook at Princeton, Ge Wang is the co-originator of ChucK, a real-time programming language for synthesis so efficient some people use it live onstage. (ChucK, as an open source project, now has a terrific team of people behind it.) ChucK is the sonic engine that powers Smule’s projects. Ge Wang also teaches at Stanford, working with students and fellow researchers to explore new ways of interacting with music technology.

Ge Wang joined me for a lengthy phone conversation recently. He really contextualized why the iPhone is important in the grand scheme of things, but also how the people at Smule and Stanford (and Princeton) can approach technology for musical interaction, focusing on what devices are rather than what they’re not.

(The audio here, believe it or not, is extensively edited – Ge Wang is that easy to talk to. I hope the next time it’s over beers rather than Skype.)

The full interview can be played below, or downloaded directly.

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Download MP3 of the interview

Thanks to KORG and the Nano Series for their support of programming on createdigitalmusic.com.

Lastly: a video of the Smule team headquarters and playing around with Leaf Trombone for a Zelda duet!

More information:
The Mule Chronicles [Smule Blog]
http://smule.com/
Center for Computer Research in Music and Acoustics (CCRMA), Stanford University

Previously, for more on Ge Wang and CCRMA:
Make:TV Meets Stanford Musical Inventors, Feedback Piano

Video + Audio Subscriptions, iTunes Podcast

cdmsoundsCDM is now launching regular audio content on the artists and inventors we cover as part of our series CDM Sounds. You can subscribe (and review the podcast) via iTunes, where you’ll also find our new video series:

cdm Sounds Podcast [audio]
cdm TV [video]

Or using your software of choice, subscribe directly to RSS. (I like to follow podcasts with Banshee and Winamp this way.)

We’ve fixed some transcoding issues for iPod touch/iPhone on the video podcast. Please do test this and let us know if you have any issues on your software/hardware.

All About Montreal: XLR8R Talks to Ghislain Poirier

There really is something special about Montreal, Quebec’s metropolis just beyond the New York Adirondacks. Having shared our own conversation with Christopher Bauder and Robert Henke with video from their stunning ATOM, here’s what our friends at XLR8R Magazine were up to in May: they were on a tour of Montreal with local Ghislain Poirier.

Poirer’s Caribbean-infused electronica has made him one of Montreal’s hottest exports, but this Ninja Tune artist isn’t fleeing for Berlin (ahem). Wandering around Montreal, you really get a sense of his love for the city and what you can do to make the scene what you want – a great lesson for those of us living anywhere in the world. Poirer is currently touring the UK and Europe, having done a set at the sprawling Metropolis club during MUTEK, but he’ll get back to Montreal in time to play a Piknic Electronik in the park.

I’d love to see more artists showing us around their cities – including hamlets that don’t get so much coverage, or even big-name cities like my own home New York from a different perspective. We do have a chance to have a different view of things on the Internet. I welcome ideas about how to go about that.

Interview: New Virtual Instrument Maker FAW Talks Usability and Design

Circle from Future Audio Workshop is an upcoming virtual instrument that’s gotten our attention in a big way. In terms of sound, its capabilities are familiar, if very complete. What’s different is its approach to interface design and usability, refocusing on “Flow” and ease-of-use while looking forward to new interface capabilities in touchscreens, multi-touch, and OpenSoundControl. What makes that doubly interesting is that Circle appears to embody a trend in a new generation of music software — not that it stands alone, necessarily, as much as it seems to present a glimpse via an independent developer of where things may be going.

Eoin Rossney, our new writer and contributor to the Kore minisite, got a chance to talk to FAW co-founder Gavin Burke, a fellow Irishman. We’ll have more on the instrument itself soon, but it’s an excellent, coffee-fueled discussion of instrument design in general. -PK

I had the opportunity to visit Future Audio Workshop’s office in Connemara, County Galway, Ireland to have a chat with Gavin Burke about their upcoming synth, Circle. While instrument design is a collaborative process for FAW, Gavin’s area of expertise is in Signal Processing algorithms. I wanted to talk to FAW to find out some more about how the synth came to be, the company’s ethos, and the inclusion of OSC. What I got was a fascinating insight into the world of softsynth design and a sense that a shift may be about to occur in this area. If you haven’t heard of Circle check out CDM’s preview.

Over copious amounts of coffee, Gavin told me a little bit about how FAW came to be. Having spent a long time designing synths that strive to emulate old hardware (with many of hardware’s inherent limitations creeping across into the software effort), Gavin and the guys from FAW wanted to design a synth that does away with old conventions and embraces the type of advances in usability that we have come to take for granted in interface design over the last few years.

[Photos via Future Audio Workshop's Flickr stream, unless otherwise noted.]

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