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Two Best Friends Play – Xbox Live Indie Games

Sunday, April 15th, 2012

www.youtube.com Click here to watch Two Best Friends Play – Marvel vs Capcom 3: Fate of Two Worlds Two Best Friends Play: Xbox Live Indie Games The bond between two best friends can often be stretched to the breaking point as the scrape the very bottom of the barrel of the video game industry. Co-op, single player, new, old – it doesn’t matter. These best friends will play it all…even if it kills them. DIRECTOR’S CHANNEL: www.youtube.com – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - This video will show you: How to beat download Xbox Live Indie Games How to make funny videos How to make Machinima How to make popular videos How to avoid playing Call of Duty – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - – - Follow Machinima on Twitter! Machinima twitter.com Inside Gaming twitter.com Machinima Respawn twitter.com Machinima Entertainment, Technology, Culture twitter.com FOR MORE MACHINIMA, GO TO: www.youtube.com FOR MORE GAMEPLAY, GO TO: www.youtube.com FOR MORE SPORTS GAMEPLAY, GO TO: www.youtube.com FOR MORE TRAILERS, GO TO: www.youtube.com FOR MORE MMO & RPG GAMEPLAY, GO TO: www.youtube.com Tags: two best friends play machinima yt:quality=high Braid Super Meat Boy Alderman Xbox Live Indie two best friends play Alpha Chimp Sword & Hammer Bioerosion Baby Maker Extreme Aurelia Alderman xbox 360 xbox360 XBLA arcade

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A Massive Bundle of Game Music, the Magical Machinarium Score, and the Quiet Indie Music Revolution

Wednesday, February 15th, 2012

As musical old-timers repeatedly sing the sad song of the supposed demise of the full-length album, a funny thing has happened. Lovers of games have taken up a growing passion for game music, and in particular the indie score for indie games. Independent game publishing and independent music composition – from truly unsigned, unknown artists – go hand in hand. Indeed, the download and purchase charts on Bandcamp are often dominated by game scores. Fueled by word-of-mouth, these go viral in enthusiast communities largely ignored by either music or game reportage.

Far from the big-budget blockbuster war game, these scores – like the games for which they’re composed – are quirky and eccentric. They reject the usual expectations of what game music might be, sometimes tending to the cinematic, sometimes to the retro, sometimes unapologetically embracing magical, sentimental, childlike worlds.

And now, defying music’s typical business models as well as its genre expectations, you can get a whole big bundle of games for almost no money. Pay what you want, and get hours of music. Pay more than $ 10, and get loads more. You just have to do it before the deal ends (five days from this posting), at which point the bundle is gone forever. In a sign of just how much love listeners of these records feel, there’s a competition to get into the top 20, top 10, and top-paying spots, which with days left in the contest is already pushing well into the hundreds of dollars. But for that rate or just the few-dollar rate, these are the true fans. You’ve heard about them in theory in trendy music business blogs and conferences, in theory. But here, someone’s doing something about it, and it’s not a fluke or a one-time novelty: it’s a real formula.

http://www.gamemusicbundle.com/

Game music itself is, of course, a funny thing. Game play itself tends to repetition, meaning you hear this music a lot. So it says something really extraordinary about the affection for these scores that gamers want to hear the music again and again. This gets the musical content well beyond the level of annoying wallpaper into something that, even more than a film score you hear just once or a few times, you want to make part of your life. That endless play gets us back to what inspired ownership in the first place, to buying stacks of records rather than just waiting for them on the radio. And in that sense, perhaps what motivates owning music versus treating it like a utility or water faucet hasn’t changed in the digital age at all. Maybe it’s gotten even stronger.

We’ve already sung the praises of Sword and Sworcery on this site; it’s notably in the bundle. But I want to highlight in particular one other score, the inventive and dream-like Machinarium. Impeccably recorded, boldly original, the work of Prague-based Tomáš Dvořák, Machinarium mirrors the whimsical constructed machines of the games. There’s a careful attention to timbre, and music that moves from film-like moments to song to beautiful washes of ambience, glitch set against warm rushes of landscape. For his part, Dvořák is a clarinetist, and his musical senstitivity never ceases to translate into the score. It’s just good music, even if you never play the game, and easily worth the price of admission for the bundle if you never listened to anything else (though you would truly be missing out). It’s simply one of the best game music scores in recent years.

Machinarium Soundtrack by Tomáš Dvořák

And another look at Jim Guthrie’s score to Sword & Sworcery:

Sword & Sworcery LP – The Ballad of the Space Babies by Jim Guthrie

Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery[Create Digital Music]

Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery [Create Digital Motion]

Also in this collection: Aquaria, To the Moon, Jamestown, and a mash-up, plus a whole bunch of bonus games when you spend a bit more that feel heavily influenced by Japanese game music and chip music.

And some of the best gems are in the repeat of the last bundle, which you can (and should) add on for US$ 5 more:
Minecraft: Volume Alpha, Super Meat Boy: Digital Soundtrack, PPPPPP (soundtrack to VVVVVV), Impostor Nostalgia, Cobalt, Ravenmark: Scourge of Estellion, A.R.E.S. Extinction Agenda, Return All Robots!, Mighty Milky, Way / Mighty Flip Champs, Tree of Knowledge

I’ve sat at game conferences as composers working for so-called AAA titles lamented the limitations of the game music production pipeline. Quietly, indie game developers have shown that anything is possible, that the quality of a game score is limited only by a composer’s imagination.

More music to hear (and some behind-the-scenes footage), including a really promising Kickstarter-funded iPad music project from regular CDM reader Wiley Wiggins:


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XLN Audio releases Indie ADpak for Addictive Drums

Friday, November 18th, 2011

Read the full story @ KVR Audio
XLN Audio has released the Indie ADpak for Addictive Drums. Indie is XLN’s first ADpak with acoustic drums recorded on tape. The recording took place in the legendary Svenska Grammofon Studion also [Read More]
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Steinberg releases 4 new VST Sound Loop Sets: Dubstep, Indie Rock, Nu Metal and Urban

Sunday, November 13th, 2011

Read the full story @ KVR Audio
Steinberg has released four new VST Sound Loop Sets. The titles Dubstep, Indie Rock, Nu Metal and Urban reveal dedicated sound content selected for four very contemporary music styles. The Dubstep VS [Read More]
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In Wake of London Fire, Organizers Answers Questions About Supporting Indie Labels

Wednesday, August 10th, 2011

London’s Rough Trade Records shop is an anchor for the independent music scene in the UK. And they have an online presence, too — a good way to support your favorite label in the wake up what for many smaller outlets could be a devastating loss. Photo (CC-BY) Radio Saigón.

The first rule of giving is that you need to make sure that the entity to which you’re giving is actually asking for support. In the wake of a devastating fire started during London’s rioting that wiped out a Sony warehouse, indie labels are indeed asking for such support, says a representative of fundraising efforts. Sony’s facility housed, under contract, massive stocks belonging to UK distributor PIAS, representing in some cases the majority or entirety of inventory of dozens of independent record labels. For smaller organizations, insurance funds may not arrive in time to continue day-to-day operation, at a time when small labels are often on the brink of being able to operate from one day to the next.

That’s the picture painted by Dan Salter, who tells CDM about the effort Label Love, which in the immediate aftermath of the fire was already communicating with labels and beginning organizing efforts. Along with Hannah Morgan, Dan is leading efforts to help keep the lights on at labels, and to communicate with the rest of us about what’s going on.

Note that this is not organized by PIAS; you can read their official statements by following the distributor’s official site. (PIAS say they are also working on cleanup and efforts to benefit labels, but no official statement has yet requested funds; they’ve mainly thus far clarified what’s happened and how they’re responding but stopped short of asking for donations, beyond volunteers to help cleanup the site.)

If you’re not up to speed with what’s happened, see yesterday’s post:
150 Indie Labels Lose Stock as London Warehouse Burns; Details Emerging, Reports, and Benefits

CDM: First, who are you? Whom do you represent?

Dan: We’re not actually affiliated to PIAS, we are a little group of bloggers & music fans that wanted to do something to help.

Have you communicated directly with any labels? What have they told you, if so?

We’ve been in touch with a number of the labels. We write & run a number of music blogs so we already knew quite a few people involved but many more have got in touch since Monday. Some of the stories are heart wrenching, people’s whole livelihoods have been put at risk by what’s happened.

Insurance will presumably be distributed through SONY. That said, do we know if stocks were covered by insurance? I know that Sony had told PIAS they’re working on keeping stocks flowing.

We’re not totally clear on the insurance situation, as you say it might be a question for PIAS, but I do know that even if insurance is paid it may come too late for many of the smaller labels. These companies run on a day-to-day basis and this kind of break in their cash flow could be terminal.

What do we know at this point about losses that may be suffered by labels? How are they coping?

I’m not sure of the overall situation but we’ve been contacted by a number of labels who have lost pretty much everything & have said it’s very touch and go as to whether they can survive this.

Who made the decision to begin fundraising? Was this something that came up via fans of the labels, or that the labels asked for? What’s their response?

A lot of these people affected are people know personally and are friends with when we heard the news we responded by thinking about what we could offer as gig promoters and the idea of benefit shows was born.

How will funds be distributed once collected?

100% of money donated through PayPal will go to the labels affected. Money raised from the events less costs will also be distributed to the labels.

Ideally we want to distribute the money in relation to the percentage of stock lost by each label. If we can’t get the relevant information to do that then we will split it evenly between the PIAS clients.

If people want to help now, what are some ways they might do so? How can they give or volunteer?

They can either donate through our PayPal account, link is on http://cognitivedissonancerecords.com/labellove/ or if they want to offer their services they can mail us at labellovebenefit (at) gmail (dot) com

Some people were circulating the idea of buying downloads from their favorite labels who have been affected. Would you encourage that, as well?

It’s a great idea but we would encourage people to use independent sites like Rough Trade rather than iTunes or Amazon as they take a far smaller cut & the labels will benefit more.

And more broadly, can you tell us a bit about yourself and how everybody’s doing over there? Much appreciated!

To be frank, our minds are a little bit blown by the scale of the response to our suggestion. We initially envisaged doing a few small gigs around London, we never expected to be dealing with the sheer volume of offers & support that we have, it’s been amazing & humbling. Right now there’s only a couple of us at the core of this and we work full time as well but we’re hoping to have a team together soon to help us cope with what’s happened!


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150 Indie Labels Lose Stock as London Warehouse Burns; Details Emerging, Reports, and Benefits

Wednesday, August 10th, 2011

As has been widely reported, the UK’s largest independent entertainment distributor, PIAS, suffered the complete loss of stock in an enormous warehouse in North London amidst rioting in the neighborhood. Impacted is stock not only in music, but independent film, too. The warehouse is owned by Sony DADC, but the impacted stock is owned by distributor PIAS and covers some 150 record labels (see list below), from big names to tiny – and more vulnerable – outlets.

While details on insurance coverage and timing are largely forthcoming, the more urgent problem is that – insurance payments or no – the loss of significant portions or even all stock for many smaller record labels impacts their ability to operate. Because producing something like a CD or vinyl requires manufacturing, lead time, and shipping logistics, the event could have a devastatingly constraining effect on the ability of these labels to sell physical music.

Some relevant coverage:

Independent music labels left ‘devastated’ by riot fire [BBC Radio 1 Newsbeat]

Sony/PIAS Warehouse Burnt Down in UK Riots [Pitchfork]

Sony: London warehouse fire may affect UK deliveries [Reuters]

Independent record labels fear ruinous stock loss in London riots fire [The Guardian]

On the film side: British film distributors left reeling by financial impact of Sony/PIAS warehouse fire [The Guardian]

Via Twitter, Rough Trade Shops are following events and encouraging volunteers to work on cleanup and fundraising efforts. The focus remains on the immediate safety of artists and staff, naturally, for all London’s arts institutions, and thankfully, while the loss of physical music was devastating, no injuries were reported.

Here’s the latest update from PIAS, as of Tuesday pm:

Latest update – Sony DADC have actioned their Business Continuity Plan and are back up and running from a new control room in Enfield. PIAS continue to work with them to minimise the impact on the business, a number one priority for all our labels and clients. Sony DADC have identified a temporary distribution partner and it is envisaged that they will be in a position to pick, pack and ship orders in the course of next week.

This follows an earlier statement regarding a fire last night at the SonyDADC warehouse, which services the physical distribution for PIAS in the UK and Ireland. PIAS’s UK offices in London and all other areas of our business are unaffected.

Further details will follow tomorrow morning, Wednesday.

We wish to thank everyone for the overwhelming messages of support.

Follow PIAS directly for the latest official statements:
http://www.pias.com/pias/

Benefit plans are thus far mostly at a placeholder status, but there’s reason to believe that the future of a number of the UK’s record labels could be endangered by events.

In addition to a direct fund, simply buying digital releases from these labels could help – and illustrates that having digital revenues can be a way to resist catastrophic problems elsewhere.
AIM urges fans to buy digital and help out indies affected by warehouse fire [MusicWeek]

Our friend TRICIL is already using the Topspin platform in order to give away his entire 47-track discography in exchange for a donation that will support the recovery of these labels.

http://tricil.net/

Some of those record labels:

LABEL NAME
[PIAS] Recordings
[PIAS] Recordings Belgium
4AD
A Camp
Absynthe Minded
Accidental
AEI Music
Air Recordings
ALC Music
Alsation
Ambush Reality
Ancient & Modern
Angular Recording Corporation
Arcady Records
Ark Recordings
Asthmatic Kitty Records
Atlantic Jaxx Recordings
Bad Magic
Balling The Jack
Banquet Records
Battered Ornaments Records
Beggars Banquet
Best Before
Big Brother
Big Dada
Bird Records
blackmaps
Bloody Chamber
Blowout Music
Blue Chopsticks
Border Community
Borstal Beats
Boysnoize Records
BPM
Brainfeeder
Brassland
Bright Star Recordings
Brille
Broken Sound Music
Bronzerat
Brothers and Sisters
Brownswood Recordings
Buzzin’ Fly
Cache Cache
Cadenza Records
Celluloid Records
Chalkmark / IE
Chemikal Underground Records
Cocoon
Control Tower
Counter Records
Dance To The Radio
Dead Oceans
Deceptive
Defenders Ent UK
DESOLAT
Dessous
Different
Dirtee Stank
Divine Comedy Records
Domino Records
Double Six Records
Drag City
Dreambrother
Drive Thru Records
Drowned In Sound
Dummy Records
Duophonic
Eat Sleep Records
Fabric Worldwide
Fake Diamonds
FantasyTrashcan
Fatcat Records
Fence
Feraltone
Finders Keepers Records
Flock Music
Flying Circus
Freerange Records
Friends Vs Records
Full Pupp
Full Time Hobby
Gang Of Four Recordings
Geographic
Ghost Ship
Glaze Recordings
Groenland Records
G-Unit
Hardly Art
Hassle Records
Helpless
Hem Hem Records
HFN Music
Immune
Independiente
Infant
Infectious
Jagjaguwar
Kartel
Kitchenware
Kitsune
KMS Records / Fabric
Laughing Stock
Lex Records
Lipservice
Little Sister Recordings
LO-MAX Records
Loose Music
Lovepump United
Low Life Records
Lucky Number Music
Lucky Seven Records
Mantra
Matador
Memphis Industries
Merok
Metric Music International
Metroline Limited
Model Citizen
Moikai
Motion Audio
MyMajorLabel Ltd
Nation
Ninja Tune
No Quarter
NovaMute
Nusic Sounds
One Four Seven Records Ltd
One Little Indian
Organs
Outcaste
OVNI
P.I.L.
Peartree Records
PeMa
People In The Sky
People Tree
Pirates Blend Records Inc
Planet Function
Play It Again Sam
Playlouder
Poker Flat
Polyvinyl Records
Poseidon Records
Post Present
Pschent
Raw Canvas
Red Cord Records
REK’D
Rekids
Rekords Rekords
Renaissance
Reveal Records
Riverman Records
Rock Action Records
Roots Records
Rough Trade Records
Rubyworks
Sea Note
Search and Destroy
Secretly Canadian
Setanta
Shape
SideOneDummy Records
Silva Screen
Slam Dunk Records
Smekkleysa
Soma
Sonic Cathedral
Soul Jazz Records
South Paw
Southern Fried Records
Stereo Bang Media
Stolen Recordings
Stranger Records
Streamline
Sub Pop
Suicide Squeeze
Sunday Best
Thrill Jockey
Tirk
Too Pure
Torque Records
Touch & Go Records
Transmission Recordings
Tri Tone
Trouble Records
True Panther
Try Harder
Turnstile
Twisted Nerve Recordings
Universal Sound
Victory Records
Wagram
Wall of Sound
Warp
Watergate
We Love You
Wiiija
Willkommen Records Ltd
Wonderfulsound
XL
Xtra Mile Recordings
Yaala Yaala
Young Turks

PIAS also shares music on SoundCloud:

Latest tracks by PIAS Entertainment


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Indie Music Devs Band Together with Deals on Synths, Effects, Tools, through 5/23

Monday, May 9th, 2011

Game makers and (particularly Mac) utility developers have joined forces to do various bundles of their software. I have to say, I generally like the model – particularly the fantastic Humble Bundle of indie games. That collection not only encouraged people to try adventurous (often experimental) independent game titles, but gives some of the proceeds to relevant charities. Linux users have been buying up the bundles disproportionately, contrary to the idea that they won’t spend money on software, and some of the developers even set a goal to earn enough money to open source their tools. (The open source software had a tangible benefit for gamers, too: it improved compatibility and performance on Mac and Windows.)

If you’re an independent music developer wondering how to make it work with an increasingly-commoditized, crowded marketplace, it could be worth investigating.

The Indie Dev Collective is one such effort for music developers. The model is a bit different: you buy music titles a la carte, not in one giant bundle. That means you only get what you really need, though, and titles still get some steep discounts, some up to 50-65% more. They’ve found a really talented group of developers, as well: H.G.Fortune, whiteLABEL, UGO Audio, Xoxos, ManyTone Music, Nuclues SoundLab, and others are participating. There are synths, effects, and soundware all on offer (and even one host).

Some stand-outs for me: IMEA Sequencer, pictured at top, is a 64-bit-ready Windows sequencer designed for live performance, complete with useful modules and VST compatibility. It looks fantastic – and it’s about time people found some alternatives; I love Ableton Live, but it’s boring if it’s the only thing you ever see onstage.

In effects, I like Amboea, a powerful set of stereo delay lines with “algorithmic crossfading.” Yeah, you could more or less finish an entire track with this one if you wanted.

There are a number of deep synths and drum machines, the most interesting I think being the M-theory physical modeling – hybrid instrument, bundled here with arpeggiators and MIDI tools. There’s also a fascinating-looking strumming plug-in bundled with multi-band effects and filtering, Mildon’s Strummer 2 and M4GIQ. Both those instruments are found here:
MIDI Effects

Windows users will find many, many more options than Mac owners, though Mac fans will find some good plug-in choices and plenty of soundware. (And they might have some goodies to use on a dual-boot system.)

All the tools here:
http://www.indiedevcollective.net/index.php

Sale ends May 23, or 23 May if you live in civilization. So, what do you think? Finding any good deals here? Favorite tools? And how could this model work elsewhere?


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Game Meets Album: Behind the Music and Design of the iPad Indie Blockbuster Swords & Sworcery

Thursday, April 14th, 2011

Jim Guthrie was a rockstar long before the iPad was. Paired with pixel-intense artist Craig D. Adams (aka Superbrothers) and a crack team of coders at the indie studio capy, he’s made a soundtrack that’s destined to be a gaming classic. But if you don’t want to play it, you can still listen to it. And if you’re playing it, you may find that it feels as though you’re listening to it, and gazing into its artwork.

From the moment you tap to launch it, Swords & Sworcery plunges you into a world that’s part game, part interactive album. Yes, there’s the obvious presence of a spinning vinyl record you can scratch and brake, right there on the title screen. And yes, there’s the conspicuous “EP” in the title, or the just-released LP (a real LP, on digital but also now sold out on vinyl).

But it’s once you navigate the expansive digital forests of the title, once Jim Guthrie’s moody soundtrack taps away at your brain, that you begin to get it. Sword & Sworcery will certainly get the dreaded (or is that coveted?) “arty” title, but it’s the way in which it spins out audiovisual entertainment that makes it special.

Sword & Sworcery LP – The Ballad of the Space Babies by Jim Guthrie

It’s pure aesthetic deliciousness, a brew that makes your head buzz.

And it’s finding that aesthetic sense – neither retro nor modern, neither low-fidelity nor slick – that makes this title relevant beyond even the world of gaming. Jim Guthrie’s songs and the lush pixel art graphics are the perfect fusion of old and new. It’s telling that Guthrie himself crafts his tracks in a combination of a PlayStation music game (MTV-branded, no less), GarageBand, and then high-end Universal Audio plug-ins. (See video above, and have fun gear-spotting familiar toys through the jump cuts.) It’s sort of studio garage, in the way digital music can be now. Its unabashedly synthetic instrumentation gives voice to a generation that grew up with computer-produced music. The musical score itself sometimes nods to Philip Glass, sometimes to punk rock, very often a mixed-up, intimate fantasy folk cinema, with sounds both shiny and flat.

Composer Jim Guthrie.

But happily, this isn’t just a game with a clever soundtrack, or a release of game music. It’s a real fusion of album and game, music and visuals. And, lest we get to carried away with the Art label – capital a – music and game alike are good fun.

CDM managed to pry co-creators Craig D. Adams and Jim Guthrie from an adoring gaming press long enough to talk to us in depth about the making of the music and release, down to every last technical and artistic detail. They said so much – and crossed two media so completely – that I’ve broken up their ideas into two stories, across Create Digital Music and Create Digital Motion. Their reasoning for committing to those two media has a lot in common, I think, with why we run these two sites and why a lot of you read and contribute to them.

Out now: both an LP music release on Bandcamp and iPad version. Coming this month: recent-gen iPod touch and iPhone versions of the game, too.

Jim Guthrie: Sword & Sworcery LP – The Ballad of the Space Babies @ Bandcamp
http://www.swordandsworcery.com/project/

Let’s begin with the notion of this as musical-visual collaboration. Obviously, some of our favorite game experiences have used music effectively. What’s different about this project?

Craig:The iPhone & iPod Touch, and the iPad to some extent, don’t have an input style that lends itself to precise inputs. So, it seems to me that a lot of traditional video games seem to fall a bit flat on these platforms. The thing is, these machines are great music and video players, so we knew going in that we wanted to make something that was as open and as laid-back as a record-listening experience matched with a naturalistic visual presentation inspired by film, so that was really the starting point. We also felt that a more relaxed, more occasional, less punishing, more interesting experience would be a better fit, something that was closer in pace to browsing the Internet or whatever. Early on we were calling S:S&S EP “a brave experiment in Input Output Cinema.” I/O Cinema is kind of an intentionally absurd nonsense buzzword but I think it’s perfectly apt for this type of entertainment, it’s a heckuva lot more descriptive than ‘videogame’ anyways, in that it gets away from the idea of a program with rules and win/lose conditions and it puts the focus more on the conversation the audience has with the creators while the audience pokes, prods & problem-solves an authored audiovisual creation.

How did you work together, Superbrothers and Jim, to combine music and visually? What was that collaboration like?

Craig: When we looped Jim into the project in we told him the name, described the aesthetic, talked a bit about The Legend of Zelda & Castlevania, and then Jim dug around and found a few songs he thought might fit. I went ahead and tried to generate art & narrative concepts using Jim’s songs or else stand-ins to set the mood. As we started to mix things together we’d evaluate, iterate & improvise. Eventually we’d get into situations where me and Kris, Capy’s creative director and co-designer on S:S&S EP, would have a plan for an environment or a scene or a situation, and we’d get the art & the mechanics together and then pass along a rough build to Jim with some kind of suggestion like ‘go John Carpenter on this one’ or whatever, and then Jim’d work his magic, filter the concept through his music-making mind and barf up something totally beautiful & shockingly perfect. So yeah, it was a messy process, but towards the end we kind of got a feel for it, I think it all worked out super well.

Jim: It wasn’t always clear if the art needed to inspire more music or the other way around, but it was a very necessary process considering the relation the two elements share in the game.

Jim Guthrie’s music studio. Photos courtesy the artist.

Technically speaking, is there anything unique to the way the music integrates with game play? How did you approach the technical challenge there, in other words?

Craig: For the music integration aspect, we really just made things up as we went along. We tried some things; some of them worked, some of them didn’t. Then we’d iterate on them or revise them as necessary. We tried chopping things up into a million loops and then stringing them back together with logic, and it kind worked, but was kinda rough, so then we’d revise it or refine it. Eventually we started to figure out a bit of a groove – we learned what the limits were with the machines & the quirks of fMOD [the game sound engine]. We’re a whole lot wiser now, but I think it was a positive thing going into something like this a bit naive.

Jim: Technically, there’s nothing in this game that hasn’t been done before. We sort of ‘stood on the shoulders of giants’ and made it our own. It’s more about the mood and atmosphere that the music and art create that is special. Like Craig said, we made things up as we went.

From the beginning, we knew it was very possible that this would be released digitally as an album, but it wasn’t until a little later on that the idea of vinyl struck us as a good idea. You would think it was all planned from the beginning considering how often the image of the record appears in the game but it sort of willed itself in that direction over time.

It’s always tough to describe the process of summoning one’s art. After we had sort of figured out what the first few tracks were going to be, I just let Craig’s art and ideas lead the way and I reacted. It also really comes down to knowing your craft and what tools you use to create with. Once you figure that out the tools don’t get in the way when you’re hot on the trail of a fleeting melody. There’s noting worse than loosing that spark because a technical issue. Computers have robbed me of so many musical sparks, but to be fair, they have given it back tenfold.

I will give into the temptation to ask one obvious question – what does it mean that it’s an EP? Obviously, it’s a reference to the notion of a game release as being akin in some way to an album, but anything beyond that you wish to say?

Craig:The EP concept goes back to the start of the project – we wanted to put the sound component right out front. We wanted the whole project to feel like a musical composition, and at first we wanted to make something small and acknowledge that this was a tentative first release by a new videogame ‘band.’ The project grew from ther,e and it goes well beyond the 37 minute running-time we had originally envisioned, but everything else fits.

We had always planned to prepare a record release to accompany the project and when the time came to commit to this we basically had to make a vinyl edition, and Jim basically just put that into gear on his own… so that became Jim Guthrie’s Sword & Sworcery LP – The Ballad of the Space Babies. While the record is a smaller component of the project in terms of man-hours, the music on its own is kind of larger than the art and the story we tried to create in the actual videogame, so I think it’s kind of perfect that it’s the LP.

Jim, the music really has a quirky personality all its own, and I think it’d be too easy to describe it aesthetically. How did you approach scoring the music, in finding a voice for this title?

Craig: Several of Jim’s songs pre-date the project, so they informed the aesthetic & concepts from the start. My role early on was to translate the music into artwork & narrative that would fit the general idea of the project. But yeah, beyond that I’ll let Jim fill in the blanks here!


What’s the production process like for the music itself?

Jim: I captured all of the music either on a PlayStation using MTV’s Music Generator and/or
[Apple] GarageBand. For example, on the song, ‘Lone Star,’ I drummed a beat onto a cassette four-track, burned that onto a CD, placed the CD into the PlayStation, sampled and looped in MTV Music Generator,
and then built a song around it using that software. THEN I brought it into GarageBand and added more layers and effects. I also used a [Casio] SK-1 peppered throughout. In terms of plug-ins and soft synths, I used a lot of the Arturia stuff, [Native Instruments] Kontakt, [XLN Audio] Addictive Drums, [Toontracks] Superior Drummer, and a [Universal Audio] UAD-2 card loaded with a bunch of their processing plug-ins.

Not all games are narrative, and I’ve never found conventional narrative to be a prerequisite to art (cough, Ebert). But there is a strong narrative aspect to this title, too. How do you go about telling a story and building a game mechanic at once? (And, for that matter, do you still scrawl things on index cards to get there?)

Craig: It’s funny, we are getting some positive responses to S:S&S EP’s narrative, but really, the narrative only exists to make sense of the player’s experience; it’s not exactly ‘the point.’ We started with the songs, then the art, then the mechanics that would bring it together. And while the broad narrative concepts were always there, it was only in the final stages that the script came together, and really it’s just a way for us to help communicate what’s supposed to be going on. I was on the line to write the script, and for a good long while, it kinda sucked while I was buried under art, sound & design tasks, but I kept iterating on it, editing it for brevity, clarity, and humor, with Jim and Kris and a few others kinda guiding the process.

So yeah, I guess we did some okay things with narrative, and I’m actually super-proud of the mind-fuck tear-jerker heart-breaker finale, but I think the only reason any of it comes across is because of Jim’s music wrapped up in paintings. And really, Jim’s songs are all the narrative I ever wanted.

Now that you’ve become gaming rockstars, what’s next?

Jim: A bottle of vodka?

Craig: Hahahaha… Jim’s already a rockstar, so this stuff is probably old news. I think we’re definitely enjoying our fifteen minutes of fame in this very specific niche, and I’ve been trying – maybe too hard – to keep that buzz going so the project stays visible as we gear up for the all-important iPhone & iPod Touch launch. Once all that’s out of the way, I’m really just looking forward to some quiet time: bike rides, swimming, hiking, and whatever else.

We’ll keep the Sword & Sworcery project rolling along in the background too. We have plans for a gala event here in Toronto in a few months and some other schemes related to the app itself that’ll last the year & maybe into next year. We’ve been given a real opportunity here & we want to continue to honor that.

What are you excited about in gaming – or, for that matter, audiovisual work – at the moment, beyond your own work? Anything you’re listening to, watching, playing (or all three) at the moment?

Jim: Honestly, I went into my iTunes to have a look at my ‘Recently Played’ list and for as far as the eye could see, it’s all stuff I’m working on. No time for art! Just work!

Craig: I’ve been too busy and too exhausted to be paying much attention to what’s happening out there in videogames, film or music. To be honest, what I’m most excited about right now is the prospect of getting some fresh air and some exercise, maybe getting away from electronic screens for a bit sometime, and then after a little break maybe starting on some new creative work.

I had the opportunity to see 2001: A Space Odyssey in theaters a few months ago. I’d seen it a few times before but only on VHS… so that was a real treat, it’s an entirely different film in the theaters, there’s so much more to enjoy. I’m also a huuuge fan of Kanye West’s “Runaway.” I think that’s a genuinely incredible piece of audiovisual work; Vanessa Beecroft’s art direction really shines. Banksy’s Exit Through The Gift Shop and James Cameron’s Avatar blew me away too, for entirely different reasons. I’ve just recently seen my friend Firas Momani’s Fantasia Festival award-winning short film The Adder’s Bite & it gave me all those groovy Cronenberg + Lynch + Kubrick feelings, very inspiring.

On the video game side I’m still intermittently playing Motorstorm: Pacific Rift for PS3, a 2008 effort from Liverpool’s Evolution Studios that I think is basically perfect, plus I’m digging in to Monster Hunter Tri on Wii. I’m playing Monster Hunter co-operatively with a couple friends every Sunday morning… we’re still just scratching the surface but it’s easily the most intricate and deep video game I’ve ever played, which takes me way outside of my comfort zone in an interesting way. I’m also cautiously optimistic about L.A. Noire, Uncharted 3, and The Last Guardian… we’ll see how they work out in the end.

On the music side, I’ve been listening to Jim’s Sword & Sworcery LP… even though I’ve heard these tunes so much in the last two years that my ears hurt, the record itself still comes across as beautiful & fresh, the songs still evoke all kinds of imaginings. That record aside I’ve got a heckuva lot of catching up to do… but first I have to give my ears a bit of a break. That said, I’m amped for the Beastie Boys record that’s hitting in the next little while.

All images courtesy Superbrothers and Jim Guthrie. Used with permission.

Do let us know what you think of the game, folks – or whatever audiovisual creations, in the form of games or otherwise, inspire you.


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Reformat the Planet, Feature-Length Chip Music Documentary, Arrives on DVD

Wednesday, August 25th, 2010

REFORMAT THE PLANET trailer from 2 Player Productions on Vimeo.

The journey to complete and release a documentary is a long one, but Reformat the Planet, a feature-length documentary on the chip music scene, has reached the other side. Focused on the hub of artists in New York and the Blip Festival, Reformat the Planet has had some significant success out on the festival circuit, and it’s the product of a talented team of producers called 2 Player Productions, who do some really lovely work. (Staking out a corner of the indie game world, they also have worked on the Penny Arcade video series.)

The DVD represents a more finished vision of the film, with a new cut, a new short (RTP “1.5″, excerpted below, with additional interviews from the past couple of years), a new audio mix, and bonus content.

The DVD set is US$15 and available from Fangamer. Sadly, no VHS or LaserDisc (and I’ve just heard from my sister that the family LaserDisc is working perfectly). Fangamer will also happily relieve you of the burden of additional cash and replace it with posters, pins, and other goodies.

http://fangamer.net/products/rtp-dvd

Reformat the Planet 1.5 clip from 2 Player Productions on Vimeo.

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Reformat the Planet, Feature-Length Chip Music Documentary, Arrives on DVD

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Indie Guitars Shape Doublecut Semi-hollow

Thursday, July 29th, 2010

We have been consistently impressed by Indie’s quirky designs and competitive prices. This Shape semi-acoustic guitar sees the company moving upmarket, without losing its value-for-money ethos and emphasis on original design.

Its solid mahogany sustain block and genuine flame maple top give the guitar the extra resonance of a hollow design and the power of a solid body. Combine this with hardware from TonePros and Grover, and the Indie stands tall in the mid-range guitar market.

Indie has easily done enough in terms of specification and build quality to justify the price of the Shape; it continues to impress with its satin finish, and there are no rough edges to be found – even the inside of the f-hole is tidily painted.

“Indie has easily done enough in terms of spec and build quality to justify the price of the Shape.”

The recessed controls, well applied binding and flame finish all smack of a high-end instrument. Although Indie’s doublecut body shape is original, it does remind us slightly of Fender’s much-missed Starcaster, the ’80s axe beloved of Radiohead and The Killers.

Semi-hollow bodies like this are used by guitarists as diverse as bluesman BB King, Britpop wonder Noel Gallagher, G’N'R’s Izzy Stradlin and loincloth toting rocker Ted Nugent.

This list is a good indication of the styles the Shape feels at home in, with its big, fat and sometimes swampy tone providing extra resonance and overtones from the hollow chambers.

The mixture of Indie’s GR8 humbuckers (voiced for a vintage tone) on the semi-hollow body and 25-inch fingerboard gives you the perfect balance between the classic, fat sound of a semi-hollow body guitar and the snappier attack of a longer scale length. The resulting tone makes the Shape a very responsive guitar to play unplugged, too.

Indie claims this model can deal with everything from clean jazz to high-gain rock. Semi-acoustics are certainly versatile beasts and, plugged in, the Shape lives up to that promise.

The guitar has the inherent fatness needed for big chords, and its semi-hollow construction encourages the good kind of feedback when you get lairy.

It’s hard to find fault with this guitar. You’ll appreciate the high build quality from Indie, the unrestricted heel-less neck join, and the way the satin finish doesn’t get sticky, even at sweaty gigs.

While we’ve played better sounding guitars for this money, few match its combination of features, playability and build quality.



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Indie Guitars Shape Doublecut Semi-hollow

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